592 lines
20 KiB
Text
592 lines
20 KiB
Text
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.. _doc_using_kinematic_body_2d:
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Using KinematicBody2D
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=====================
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Introduction
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------------
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Godot offers several collision objects to provide both collision detection
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and response. Trying to decide which one to use for your project can be confusing.
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You can avoid problems and simplify development if you understand how each of them
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works and what their pros and cons are. In this tutorial, we'll look at the
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:ref:`KinematicBody2D <class_KinematicBody2D>` node and show some examples
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of how to use it.
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.. note:: This document assumes you're familiar with Godot's various physics
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bodies. Please read :ref:`doc_physics_introduction` first.
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What is a kinematic body?
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-------------------------
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``KinematicBody2D`` is for implementing bodies that are controlled via code.
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Kinematic bodies detect collisions with other bodies when moving, but are not affected by
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engine physics properties, like gravity or friction. While this means that you
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have to write some code to create their behavior, it also means you have more
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precise control over how they move and react.
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.. tip:: A `KinematicBody2D` can be affected by gravity and other forces,
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but you must calculate the movement in code. The physics engine will
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not move a `KinematicBody2D`.
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Movement and collision
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----------------------
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When moving a ``KinematicBody2D``, you should not set its ``position`` property
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directly. Instead, you use the ``move_and_collide()`` or ``move_and_slide()`` methods.
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These methods move the body along a given vector and instantly stop if
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a collision is detected with another body. After a KinematicBody2D has collided,
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any *collision response* must be coded manually.
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.. warning:: You should only do Kinematic body movement in the ``_physics_process()`` callback.
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The two movement methods serve different purposes, and later in this tutorial, you'll
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see examples of how they work.
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``move_and_collide``
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~~~~~~~~~~~~~~~~~~~~
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This method takes one parameter: a :ref:`Vector2 <class_Vector2>` indicating the body's
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relative movement. Typically, this is your velocity vector multiplied by the
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frame timestep (``delta``). If the engine detects a collision anywhere along
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this vector, the body will immediately stop moving. If this happens, the
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method will return a :ref:`KinematicCollision2D <class_KinematicCollision2D>` object.
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``KinematicCollision2D`` is an object containing data about the collision
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and the colliding object. Using this data, you can calculate your collision
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response.
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``move_and_slide``
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~~~~~~~~~~~~~~~~~~
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The ``move_and_slide()`` method is intended to simplify the collision
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response in the common case where you want one body to slide along the other.
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It is especially useful in platformers or top-down games, for example.
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.. tip:: ``move_and_slide()`` automatically calculates frame-based movement
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using ``delta``. Do *not* multiply your velocity vector by ``delta``
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before passing it to ``move_and_slide()``.
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In addition to the velocity vector, ``move_and_slide()`` takes a number of
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other parameters allowing you to customize the slide behavior:
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- ``up_direction`` - *default value:* ``Vector2( 0, 0 )``
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This parameter allows you to define what surfaces the engine should consider
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being the floor. Setting this lets you use the ``is_on_floor()``, ``is_on_wall()``,
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and ``is_on_ceiling()`` methods to detect what type of surface the body is
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in contact with. The default value means that all surfaces are considered walls.
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- ``stop_on_slope`` - *default value:* ``false``
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This parameter prevents a body from sliding down slopes when standing still.
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- ``max_slides`` - *default value:* ``4``
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This parameter is the maximum number of collisions before the body stops moving. Setting
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it too low may prevent movement entirely.
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- ``floor_max_angle`` - *default value:* ``0.785398`` (in radians, equivalent to ``45`` degrees)
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This parameter is the maximum angle before a surface is no longer considered a "floor."
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- ``infinite_inertia`` - *default value:* ``true``
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When this parameter is ``true``, the body can push :ref:`RigidBody2D <class_RigidBody2D>`
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nodes, ignoring their mass, but won't detect collisions with them. If it's ``false``
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the body will collide with rigid bodies and stop.
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``move_and_slide_with_snap``
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This method adds some additional functionality to ``move_and_slide()`` by adding
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the ``snap`` parameter. As long as this vector is in contact with the ground, the
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body will remain attached to the surface. Note that this means you must disable
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snapping when jumping, for example. You can do this either by setting ``snap``
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to ``Vector2.ZERO`` or by using ``move_and_slide()`` instead.
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Detecting collisions
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--------------------
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When using ``move_and_collide()`` the function returns a ``KinematicCollision2D``
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directly, and you can use this in your code.
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When using ``move_and_slide()`` it's possible to have multiple collisions occur,
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as the slide response is calculated. To process these collisions, use ``get_slide_count()``
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and ``get_slide_collision()``:
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.. tabs::
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.. code-tab:: gdscript GDScript
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# Using move_and_collide.
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var collision = move_and_collide(velocity * delta)
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if collision:
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print("I collided with ", collision.collider.name)
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# Using move_and_slide.
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velocity = move_and_slide(velocity)
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for i in get_slide_count():
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var collision = get_slide_collision(i)
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print("I collided with ", collision.collider.name)
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.. code-tab:: csharp
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// Using MoveAndCollide.
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var collision = MoveAndCollide(velocity * delta);
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if (collision != null)
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{
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GD.Print("I collided with ", ((Node)collision.Collider).Name);
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}
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// Using MoveAndSlide.
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velocity = MoveAndSlide(velocity);
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for (int i = 0; i < GetSlideCount(); i++)
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{
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var collision = GetSlideCollision(i);
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GD.Print("I collided with ", ((Node)collision.Collider).Name);
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}
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.. note:: `get_slide_count()` only counts times the body has collided and changed direction.
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See :ref:`KinematicCollision2D <class_KinematicCollision2D>` for details on what
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collision data is returned.
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Which movement method to use?
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-----------------------------
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A common question from new Godot users is: "How do you decide which movement
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function to use?" Often, the response is to use ``move_and_slide()`` because
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it's "simpler," but this is not necessarily the case. One way to think of it
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is that ``move_and_slide()`` is a special case, and ``move_and_collide()``
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is more general. For example, the following two code snippets result in
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the same collision response:
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.. image:: img/k2d_compare.gif
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.. tabs::
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.. code-tab:: gdscript GDScript
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# using move_and_collide
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var collision = move_and_collide(velocity * delta)
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if collision:
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velocity = velocity.slide(collision.normal)
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# using move_and_slide
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velocity = move_and_slide(velocity)
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.. code-tab:: csharp
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// using MoveAndCollide
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var collision = MoveAndCollide(velocity * delta);
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if (collision != null)
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{
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velocity = velocity.Slide(collision.Normal);
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}
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// using MoveAndSlide
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velocity = MoveAndSlide(velocity);
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Anything you do with ``move_and_slide()`` can also be done with ``move_and_collide()``,
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but it might take a little more code. However, as we'll see in the examples below,
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there are cases where ``move_and_slide()`` doesn't provide the response you want.
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In the example above, we assign the velocity that ``move_and_slide()`` returns
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back into the ``velocity`` variable. This is because when the character collides
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with the environment, the function recalculates the speed internally to reflect
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the slowdown.
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For example, if your character fell on the floor, you don't want it to
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accumulate vertical speed due to the effect of gravity. Instead, you want its
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vertical speed to reset to zero.
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``move_and_slide()`` may also recalculate the kinematic body's velocity several
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times in a loop as, to produce a smooth motion, it moves the character and
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collides up to five times by default. At the end of the process, the function
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returns the character's new velocity that we can store in our ``velocity``
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variable, and use on the next frame.
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Examples
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--------
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To see these examples in action, download the sample project:
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:download:`using_kinematic2d.zip <files/using_kinematic2d.zip>`.
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Movement and walls
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~~~~~~~~~~~~~~~~~~
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If you've downloaded the sample project, this example is in "BasicMovement.tscn".
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For this example, add a ``KinematicBody2D`` with two children: a ``Sprite`` and a
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``CollisionShape2D``. Use the Godot "icon.png" as the Sprite's texture (drag it
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from the Filesystem dock to the *Texture* property of the ``Sprite``). In the
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``CollisionShape2D``'s *Shape* property, select "New RectangleShape2D" and
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size the rectangle to fit over the sprite image.
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.. note:: See :ref:`doc_2d_movement` for examples of implementing 2D movement schemes.
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Attach a script to the KinematicBody2D 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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var speed = 250
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var velocity = Vector2()
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func get_input():
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# Detect up/down/left/right keystate and only move when pressed.
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velocity = Vector2()
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if Input.is_action_pressed('ui_right'):
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velocity.x += 1
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if Input.is_action_pressed('ui_left'):
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velocity.x -= 1
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if Input.is_action_pressed('ui_down'):
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velocity.y += 1
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if Input.is_action_pressed('ui_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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move_and_collide(velocity * delta)
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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 KBExample : KinematicBody2D
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{
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public int Speed = 250;
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private Vector2 _velocity = new Vector2();
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public void GetInput()
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{
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// Detect up/down/left/right keystate and only move when pressed
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_velocity = new Vector2();
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if (Input.IsActionPressed("ui_right"))
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_velocity.x += 1;
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if (Input.IsActionPressed("ui_left"))
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_velocity.x -= 1;
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if (Input.IsActionPressed("ui_down"))
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_velocity.y += 1;
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if (Input.IsActionPressed("ui_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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MoveAndCollide(_velocity * delta);
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}
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}
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Run this scene and you'll see that ``move_and_collide()`` works as expected, moving
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the body along the velocity vector. Now let's see what happens when you add
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some obstacles. Add a :ref:`StaticBody2D <class_StaticBody2D>` with a
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rectangular collision shape. For visibility, you can use a sprite, a
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Polygon2D, or turn on "Visible Collision Shapes" from the "Debug" menu.
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Run the scene again and try moving into the obstacle. You'll see that the ``KinematicBody2D``
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can't penetrate the obstacle. However, try moving into the obstacle at an angle and
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you'll find that the obstacle acts like glue - it feels like the body gets stuck.
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This happens because there is no *collision response*. ``move_and_collide()`` stops
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the body's movement when a collision occurs. We need to code whatever response we
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want from the collision.
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Try changing the function to ``move_and_slide(velocity)`` and running again.
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Note that we removed ``delta`` from the velocity calculation.
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``move_and_slide()`` provides a default collision response of sliding the body along the
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collision object. This is useful for a great many game types, and may be all you need
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to get the behavior you want.
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Bouncing/reflecting
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~~~~~~~~~~~~~~~~~~~
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What if you don't want a sliding collision response? For this example ("BounceandCollide.tscn"
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in the sample project), we have a character shooting bullets and we want the bullets to
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bounce off the walls.
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This example uses three scenes. The main scene contains the Player and Walls.
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The Bullet and Wall are separate scenes so that they can be instanced.
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The Player is controlled by the `w` and `s` keys for forward and back. Aiming
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uses the mouse pointer. Here is the code for the Player, using ``move_and_slide()``:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody2D
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var Bullet = preload("res://Bullet.tscn")
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var speed = 200
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var velocity = Vector2()
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func get_input():
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# Add these actions in Project Settings -> Input Map.
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velocity = Vector2()
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if Input.is_action_pressed('backward'):
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velocity = Vector2(-speed/3, 0).rotated(rotation)
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if Input.is_action_pressed('forward'):
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velocity = Vector2(speed, 0).rotated(rotation)
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if Input.is_action_just_pressed('mouse_click'):
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shoot()
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func shoot():
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# "Muzzle" is a Position2D placed at the barrel of the gun.
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var b = Bullet.instance()
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b.start($Muzzle.global_position, rotation)
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get_parent().add_child(b)
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func _physics_process(delta):
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get_input()
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var dir = get_global_mouse_position() - global_position
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# Don't move if too close to the mouse pointer.
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if dir.length() > 5:
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rotation = dir.angle()
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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 KBExample : KinematicBody2D
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{
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private PackedScene _bullet = (PackedScene)GD.Load("res://Bullet.tscn");
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public int Speed = 200;
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private Vector2 _velocity = new Vector2();
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public void GetInput()
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{
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// add these actions in Project Settings -> Input Map
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_velocity = new Vector2();
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if (Input.IsActionPressed("backward"))
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{
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_velocity = new Vector2(-Speed/3, 0).Rotated(Rotation);
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}
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if (Input.IsActionPressed("forward"))
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{
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_velocity = new Vector2(Speed, 0).Rotated(Rotation);
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}
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if (Input.IsActionPressed("mouse_click"))
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{
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Shoot();
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}
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}
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public void Shoot()
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{
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// "Muzzle" is a Position2D placed at the barrel of the gun
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var b = (Bullet)_bullet.Instance();
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b.Start(GetNode<Node2D>("Muzzle").GlobalPosition, Rotation);
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GetParent().AddChild(b);
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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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var dir = GetGlobalMousePosition() - GlobalPosition;
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// Don't move if too close to the mouse pointer
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if (dir.Length() > 5)
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{
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Rotation = dir.Angle();
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_velocity = MoveAndSlide(_velocity);
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}
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}
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}
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And the code for the Bullet:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody2D
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var speed = 750
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var velocity = Vector2()
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func start(pos, dir):
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rotation = dir
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position = pos
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velocity = Vector2(speed, 0).rotated(rotation)
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func _physics_process(delta):
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var collision = move_and_collide(velocity * delta)
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if collision:
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velocity = velocity.bounce(collision.normal)
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if collision.collider.has_method("hit"):
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collision.collider.hit()
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func _on_VisibilityNotifier2D_screen_exited():
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queue_free()
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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 Bullet : KinematicBody2D
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{
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public int Speed = 750;
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private Vector2 _velocity = new Vector2();
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public void Start(Vector2 pos, float dir)
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{
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Rotation = dir;
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Position = pos;
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_velocity = new Vector2(speed, 0).Rotated(Rotation);
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}
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public override void _PhysicsProcess(float delta)
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{
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var collision = MoveAndCollide(_velocity * delta);
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if (collision != null)
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{
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_velocity = _velocity.Bounce(collision.Normal);
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if (collision.Collider.HasMethod("Hit"))
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{
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collision.Collider.Call("Hit");
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}
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}
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}
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public void OnVisibilityNotifier2DScreenExited()
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{
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QueueFree();
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}
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}
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The action happens in ``_physics_process()``. After using ``move_and_collide()``, if a
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collision occurs, a ``KinematicCollision2D`` object is returned (otherwise, the return
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is ``Nil``).
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If there is a returned collision, we use the ``normal`` of the collision to reflect
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the bullet's ``velocity`` with the ``Vector2.bounce()`` method.
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If the colliding object (``collider``) has a ``hit`` method,
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we also call it. In the example project, we've added a flashing color effect to
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the Wall to demonstrate this.
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.. image:: img/k2d_bullet_bounce.gif
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|
|
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|
Platformer movement
|
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|
~~~~~~~~~~~~~~~~~~~
|
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|
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|
Let's try one more popular example: the 2D platformer. ``move_and_slide()``
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|
is ideal for quickly getting a functional character controller up and running.
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If you've downloaded the sample project, you can find this in "Platformer.tscn".
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For this example, we'll assume you have a level made of ``StaticBody2D`` objects.
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They can be any shape and size. In the sample project, we're using
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:ref:`Polygon2D <class_Polygon2D>` to create the platform shapes.
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|
|
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Here's the code for the player body:
|
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|
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|
|
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|
.. tabs::
|
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|
.. code-tab:: gdscript GDScript
|
||
|
|
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|
extends KinematicBody2D
|
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|
|
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|
export (int) var run_speed = 100
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|
export (int) var jump_speed = -400
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export (int) var gravity = 1200
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|
|
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|
var velocity = Vector2()
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|
var jumping = false
|
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|
|
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|
func get_input():
|
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|
velocity.x = 0
|
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|
var right = Input.is_action_pressed('ui_right')
|
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|
var left = Input.is_action_pressed('ui_left')
|
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|
var jump = Input.is_action_just_pressed('ui_select')
|
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|
|
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|
if jump and is_on_floor():
|
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|
jumping = true
|
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|
velocity.y = jump_speed
|
||
|
if right:
|
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|
velocity.x += run_speed
|
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|
if left:
|
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|
velocity.x -= run_speed
|
||
|
|
||
|
func _physics_process(delta):
|
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|
get_input()
|
||
|
velocity.y += gravity * delta
|
||
|
if jumping and is_on_floor():
|
||
|
jumping = false
|
||
|
velocity = move_and_slide(velocity, Vector2(0, -1))
|
||
|
|
||
|
.. code-tab:: csharp
|
||
|
|
||
|
using Godot;
|
||
|
using System;
|
||
|
|
||
|
public class KBExample : KinematicBody2D
|
||
|
{
|
||
|
[Export] public int RunSpeed = 100;
|
||
|
[Export] public int JumpSpeed = -400;
|
||
|
[Export] public int Gravity = 1200;
|
||
|
|
||
|
Vector2 velocity = new Vector2();
|
||
|
bool jumping = false;
|
||
|
|
||
|
public void GetInput()
|
||
|
{
|
||
|
velocity.x = 0;
|
||
|
bool right = Input.IsActionPressed("ui_right");
|
||
|
bool left = Input.IsActionPressed("ui_left");
|
||
|
bool jump = Input.IsActionPressed("ui_select");
|
||
|
|
||
|
if (jump && IsOnFloor())
|
||
|
{
|
||
|
jumping = true;
|
||
|
velocity.y = JumpSpeed;
|
||
|
}
|
||
|
|
||
|
if (right)
|
||
|
velocity.x += RunSpeed;
|
||
|
if (left)
|
||
|
velocity.x -= RunSpeed;
|
||
|
}
|
||
|
|
||
|
public override void _PhysicsProcess(float delta)
|
||
|
{
|
||
|
GetInput();
|
||
|
velocity.y += Gravity * delta;
|
||
|
if (jumping && IsOnFloor())
|
||
|
jumping = false;
|
||
|
velocity = MoveAndSlide(velocity, new Vector2(0, -1));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
.. image:: img/k2d_platform.gif
|
||
|
|
||
|
When using ``move_and_slide()``, the function returns a vector representing the
|
||
|
movement that remained after the slide collision occurred. Setting that value back
|
||
|
to the character's ``velocity`` allows us to move up and down slopes smoothly. Try
|
||
|
removing ``velocity =`` and see what happens if you don't do this.
|
||
|
|
||
|
Also note that we've added ``Vector2(0, -1)`` as the floor normal. This vector points
|
||
|
straight upward. As a result, if the character collides with an object
|
||
|
that has this normal, it will be considered a floor.
|
||
|
|
||
|
Using the floor normal allows us to make jumping work, using ``is_on_floor()``.
|
||
|
This function will only return ``true`` after a ``move_and_slide()`` collision
|
||
|
where the colliding body's normal is within 45 degrees of the given floor
|
||
|
vector. You can control the maximum angle by setting ``floor_max_angle``.
|
||
|
|
||
|
This angle also allows you to implement other features like wall jumps using
|
||
|
``is_on_wall()``, for example.
|