gamedev-skills/awesome-gamedev-agent-skills

godot-2d-movement

Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and moveandslide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions.

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npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-2d-movement

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Godot 2D Movement (4.x)

Build responsive 2D character controllers with CharacterBody2D and the argument-less move_and_slide(). Targets Godot 4.7.

When to use

  • Use when scripting a 2D player/enemy that moves and collides: platformer (gravity +

jump) or top-down (free 8-direction), slope walking, or wall/floor detection.

  • Use when move_and_slide() "does nothing", the character sinks through floors, or

is_on_floor() is always false.

When not to use:* dynamic rigid bodies, areas, raycasts, collision layers → godot-physics; tile-based levels → godot-tilemap; full platformer game template → the platformer genre skill; engine-agnostic feel tuning → physics-tuning.

Core workflow

  1. Use `CharacterBody2D` with a CollisionShape2D child. It is script-driven: it

does not fall or react to forces on its own.

  1. Set the `velocity` property, then call `move_and_slide()` (no arguments in 4.x).

The method reads velocity, moves the body, slides along surfaces, and updates velocity to reflect what actually happened.

  1. Do it in `_physics_process(delta)` — move_and_slide() uses the physics step's

delta internally, so do not multiply velocity by delta yourself.

  1. Platformer: add gravity to velocity.y each tick, jump by setting velocity.y

negative when is_on_floor().

  1. Top-down: build a direction from input and scale by speed; set

motion_mode = MOTION_MODE_FLOATING so there is no "floor/wall" distinction.

  1. Read results with is_on_floor(), is_on_wall(), get_wall_normal(), and

get_slide_collision(i) after the call.

Patterns

1. Platformer controller (gravity, jump, slopes)

gdscript
extends CharacterBody2D

@export var speed := 200.0
@export var jump_velocity := -400.0
@export var gravity := 1200.0          # pixels/sec^2 (tune to taste)

func _physics_process(delta: float) -> void:
    # Apply gravity while airborne.
    if not is_on_floor():
        velocity.y += gravity * delta

    # Jump only when grounded (Input action set in Project Settings > Input Map).
    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = jump_velocity

    # Horizontal input: -1, 0, or 1.
    var dir := Input.get_axis("move_left", "move_right")
    if dir != 0.0:
        velocity.x = dir * speed
    else:
        velocity.x = move_toward(velocity.x, 0.0, speed)   # decelerate to a stop

    move_and_slide()   # 4.x: no arguments; uses and updates `velocity`

A fixed gravity export keeps tuning simple. To follow the project setting (Physics > 2D > Default Gravity) and any Area2D gravity overrides instead, use velocity += get_gravity() * delta, as the built-in CharacterBody2D script template does.

2. Top-down 8-direction movement

gdscript
extends CharacterBody2D

@export var speed := 220.0

func _ready() -> void:
    motion_mode = CharacterBody2D.MOTION_MODE_FLOATING  # no floor/ceiling concept

func _physics_process(_delta: float) -> void:
    # get_vector returns a normalized-ish Vector2 from four input actions.
    var input := Input.get_vector("move_left", "move_right", "move_up", "move_down")
    velocity = input * speed
    move_and_slide()

3. Reading slide collisions after moving

gdscript
func _physics_process(delta: float) -> void:
    # ... set velocity ...
    move_and_slide()
    for i in get_slide_collision_count():
        var c := get_slide_collision(i)
        var other := c.get_collider()
        if other and other.is_in_group("enemies"):
            take_damage(1)        # touched an enemy while moving

4. Coyote time (forgiving jump just after leaving a ledge)

gdscript
@export var coyote_time := 0.1
var _coyote := 0.0

func _physics_process(delta: float) -> void:
    if not is_on_floor():
        velocity.y += gravity * delta
        _coyote -= delta
    else:
        _coyote = coyote_time

    if Input.is_action_just_pressed("jump") and _coyote > 0.0:
        velocity.y = jump_velocity
        _coyote = 0.0
    # ... horizontal input + move_and_slide() ...

Pitfalls

  • 3.x signature is gone. move_and_slide(velocity) (returning the new velocity) was

removed. In 4.x set the velocity property and call move_and_slide() with no args. move_and_slide(velocity, Vector2.UP) will not parse.

  • Multiplying velocity by delta. move_and_slide() already accounts for the physics

delta. Setting velocity = dir * speed * delta makes the body crawl.

  • Movement in `_process` instead of _physics_process causes frame-rate-dependent,

jittery motion. Always move in _physics_process.

  • `is_on_floor()` always false when up_direction is wrong (default Vector2.UP),

there is no CollisionShape2D, or you never called move_and_slide() this frame.

  • Sinking through floors usually means the collision shape is missing/zero-sized, the

floor body is on a layer this body's mask doesn't include, or you moved the body via position += instead of velocity + move_and_slide().

  • Slope slipping while idle: keep floor_stop_on_slope = true (default) and raise

floor_snap_length (default 1 px) so the body sticks to downward slopes.

References

  • For one-way platforms, moving platforms, jump buffering, variable jump height, and

move_and_collide() (manual collision response), read references/controller-recipes.md.

Related skills

  • godot-physics — collision layers/masks, areas, raycasts, rigid bodies.
  • godot-tilemap — building the levels this character walks on.
  • godot-animation — driving sprite/skeletal animation from movement state.
  • camera-systems — follow camera, deadzone, and look-ahead that track this character.
  • platformer / input-systems — full genre template and rebindable input.
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