367 lines
10 KiB
Text
367 lines
10 KiB
Text
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.. _doc_2d_movement:
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2D movement overview
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====================
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Introduction
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------------
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Every beginner has been there: "How do I move my character?" Depending on the
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style of game you're making, you may have special requirements, but in general
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the movement in most 2D games is based on a small number of designs.
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We'll use :ref:`KinematicBody2D <class_KinematicBody2D>` for these examples,
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but the principles will apply to other node types (Area2D, RigidBody2D) as well.
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.. _doc_2d_movement_setup:
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Setup
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-----
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Each example below uses the same scene setup. Start with a ``KinematicBody2D`` with two
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children: ``Sprite`` and ``CollisionShape2D``. You can use the Godot icon ("icon.png")
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for the Sprite's texture or use any other 2D image you have.
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Open ``Project -> Project Settings`` and select the "Input Map" tab. Add the following
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input actions (see :ref:`InputEvent <doc_inputevent>` for details):
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.. image:: img/movement_inputs.png
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8-way movement
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--------------
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In this scenario, you want the user to press the four directional keys (up/left/down/right
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or W/A/S/D) and move in the selected direction. The name "8-way movement" comes from the
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fact that the player can move diagonally by pressing two keys at the same time.
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.. image:: img/movement_8way.gif
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Add a script to the kinematic body and add the following code:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody2D
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export (int) var speed = 200
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var velocity = Vector2()
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func get_input():
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velocity = Vector2()
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if Input.is_action_pressed("right"):
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velocity.x += 1
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if Input.is_action_pressed("left"):
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velocity.x -= 1
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if Input.is_action_pressed("down"):
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velocity.y += 1
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if Input.is_action_pressed("up"):
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velocity.y -= 1
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velocity = velocity.normalized() * speed
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func _physics_process(delta):
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get_input()
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velocity = move_and_slide(velocity)
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.. code-tab:: csharp
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using Godot;
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using System;
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public class Movement : KinematicBody2D
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{
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[Export] public int speed = 200;
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public Vector2 velocity = new Vector2();
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public void GetInput()
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{
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velocity = new Vector2();
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if (Input.IsActionPressed("right"))
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velocity.x += 1;
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if (Input.IsActionPressed("left"))
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velocity.x -= 1;
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if (Input.IsActionPressed("down"))
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velocity.y += 1;
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if (Input.IsActionPressed("up"))
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velocity.y -= 1;
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velocity = velocity.Normalized() * speed;
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}
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public override void _PhysicsProcess(float delta)
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{
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GetInput();
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velocity = MoveAndSlide(velocity);
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}
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}
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In the ``get_input()`` function, we check for the four key events and sum them
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up to get the velocity vector. This has the benefit of making two opposite keys
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cancel each other out, but will also result in diagonal movement being faster
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due to the two directions being added together.
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We can prevent that if we *normalize* the velocity, which means we set
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its *length* to ``1``, and multiply by the desired speed.
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.. tip:: If you've never used vector math before, or need a refresher,
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you can see an explanation of vector usage in Godot at :ref:`doc_vector_math`.
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.. note::
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If the code above does nothing when you press the keys, double-check that
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you've set up input actions correctly as described in the
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:ref:`doc_2d_movement_setup` part of this tutorial.
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Rotation + movement
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-------------------
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This type of movement is sometimes called "Asteroids-style" because it resembles
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how that classic arcade game worked. Pressing left/right rotates the character,
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while up/down moves it forward or backward in whatever direction it's facing.
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.. image:: img/movement_rotate1.gif
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody2D
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export (int) var speed = 200
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export (float) var rotation_speed = 1.5
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var velocity = Vector2()
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var rotation_dir = 0
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func get_input():
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rotation_dir = 0
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velocity = Vector2()
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if Input.is_action_pressed("right"):
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rotation_dir += 1
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if Input.is_action_pressed("left"):
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rotation_dir -= 1
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if Input.is_action_pressed("down"):
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velocity = Vector2(-speed, 0).rotated(rotation)
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if Input.is_action_pressed("up"):
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velocity = Vector2(speed, 0).rotated(rotation)
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func _physics_process(delta):
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get_input()
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rotation += rotation_dir * rotation_speed * delta
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velocity = move_and_slide(velocity)
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.. code-tab:: csharp
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using Godot;
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using System;
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public class Movement : KinematicBody2D
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{
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[Export] public int speed = 200;
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[Export] public float rotationSpeed = 1.5f;
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public Vector2 velocity = new Vector2();
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public int rotationDir = 0;
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public void GetInput()
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{
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rotationDir = 0;
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velocity = new Vector2();
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if (Input.IsActionPressed("right"))
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rotationDir += 1;
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if (Input.IsActionPressed("left"))
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rotationDir -= 1;
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if (Input.IsActionPressed("down"))
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velocity = new Vector2(-speed, 0).Rotated(Rotation);
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if (Input.IsActionPressed("up"))
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velocity = new Vector2(speed, 0).Rotated(Rotation);
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velocity = velocity.Normalized() * speed;
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}
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public override void _PhysicsProcess(float delta)
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{
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GetInput();
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Rotation += rotationDir * rotationSpeed * delta;
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velocity = MoveAndSlide(velocity);
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}
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}
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Here we've added two new variables to track our rotation direction and speed.
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Again, pressing both keys at once will cancel out and result in no rotation.
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The rotation is applied directly to the body's ``rotation`` property.
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To set the velocity, we use the ``Vector2.rotated()`` method, so that it points
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in the same direction as the body. ``rotated()`` is a useful vector function
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that you can use in many circumstances where you would otherwise need to apply
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trigonometric functions.
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Rotation + movement (mouse)
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---------------------------
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This style of movement is a variation of the previous one. This time, the direction
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is set by the mouse position instead of the keyboard. The character will always
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"look at" the mouse pointer. The forward/back inputs remain the same, however.
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.. image:: img/movement_rotate2.gif
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody2D
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export (int) var speed = 200
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var velocity = Vector2()
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func get_input():
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look_at(get_global_mouse_position())
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velocity = Vector2()
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if Input.is_action_pressed("down"):
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velocity = Vector2(-speed, 0).rotated(rotation)
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if Input.is_action_pressed("up"):
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velocity = Vector2(speed, 0).rotated(rotation)
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func _physics_process(delta):
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get_input()
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velocity = move_and_slide(velocity)
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.. code-tab:: csharp
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using Godot;
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using System;
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public class Movement : KinematicBody2D
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{
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[Export] public int speed = 200;
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public Vector2 velocity = new Vector2();
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public void GetInput()
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{
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LookAt(GetGlobalMousePosition());
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velocity = new Vector2();
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if (Input.IsActionPressed("down"))
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velocity = new Vector2(-speed, 0).Rotated(Rotation);
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if (Input.IsActionPressed("up"))
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velocity = new Vector2(speed, 0).Rotated(Rotation);
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velocity = velocity.Normalized() * speed;
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}
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public override void _PhysicsProcess(float delta)
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{
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GetInput();
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velocity = MoveAndSlide(velocity);
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}
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}
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Here we're using the :ref:`Node2D <class_Node2D>` ``look_at()`` method to
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point the player towards a given position. Without this function, you
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could get the same effect by setting the angle like this:
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.. tabs::
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.. code-tab:: gdscript GDScript
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rotation = get_global_mouse_position().angle_to_point(position)
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.. code-tab:: csharp
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var rotation = GetGlobalMousePosition().AngleToPoint(Position);
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Click-and-move
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--------------
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This last example uses only the mouse to control the character. Clicking
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on the screen will cause the player to move to the target location.
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.. image:: img/movement_click.gif
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody2D
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export (int) var speed = 200
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onready var target = position
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var velocity = Vector2()
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func _input(event):
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if event.is_action_pressed("click"):
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target = get_global_mouse_position()
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func _physics_process(delta):
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velocity = position.direction_to(target) * speed
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# look_at(target)
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if position.distance_to(target) > 5:
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velocity = move_and_slide(velocity)
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.. code-tab:: csharp
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using Godot;
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using System;
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public class Movement : KinematicBody2D
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{
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[Export] public int speed = 200;
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public Vector2 target;
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public Vector2 velocity = new Vector2();
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public override void _Ready()
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{
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target = Position;
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}
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public override void _Input(InputEvent @event)
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{
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if (@event.IsActionPressed("click"))
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{
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target = GetGlobalMousePosition();
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}
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}
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public override void _PhysicsProcess(float delta)
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{
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velocity = Position.DirectionTo(target) * speed;
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// LookAt(target);
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if (Position.DistanceTo(target) > 5)
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{
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velocity = MoveAndSlide(velocity);
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}
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}
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}
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Note the ``distance_to()`` check we make prior to movement. Without this test,
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the body would "jitter" upon reaching the target position, as it moves
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slightly past the position and tries to move back, only to move too far and
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repeat.
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Uncommenting the ``look_at()`` line will also turn the body to point in its
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direction of motion if you prefer.
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.. tip:: This technique can also be used as the basis of a "following" character.
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The ``target`` position can be that of any object you want to move to.
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Summary
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-------
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You may find these code samples useful as starting points for your own projects.
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Feel free to use them and experiment with them to see what you can make.
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You can download this sample project here:
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:download:`2D_movement_demo.zip <files/2D_movement_demo.zip>`
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