Godot 2d Movement

by gamedev-skillsd4b0e35550c5No license1.3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 11 days ago

Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.

Instructions onlySoftware Development
AI-generated overview

Implements 2D character movement in Godot 4.7 using CharacterBody2D and move_and_slide().

What it does
This skill provides instructions and GDScript patterns for building 2D kinematic character controllers in Godot 4.7 with CharacterBody2D and the argument-less move_and_slide(). It covers platformer run/jump with gravity, top-down 8-direction motion, slope handling, coyote time, and reading slide collisions, and it lists common pitfalls such as the removed 3.x signature and multiplying velocity by delta. It also points to a reference file with additional controller recipes.
When to use it
Use it when scripting a 2D player or enemy controller that moves and collides, such as a platformer or top-down character. It also helps when move_and_slide() appears to do nothing, the character sinks through floors, or is_on_floor() is always false.
Requirements
Godot 4.7 with GDScript; no scripts are shipped, only instructions and a reference document. Input actions such as jump and movement directions must be configured in the project's Input Map.

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.
  2. 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.
  3. Do it in _physics_process(delta) — move_and_slide() uses the physics step's delta internally, so do not multiply velocity by delta yourself.
  4. Platformer: add gravity to velocity.y each tick, jump by setting velocity.y negative when is_on_floor().
  5. Top-down: build a direction from input and scale by speed; set motion_mode = MOTION_MODE_FLOATING so there is no "floor/wall" distinction.
  6. 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`

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 := 0.1var _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 set a floor_snap_length 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.

Source and attribution

Source:gamedev-skills/awesome-gamedev-agent-skillsinskills/godot/godot-2d-movementat commitd4b0e35

License: No license

Content belongs to its original authors. SourceWeft indexes it from a public repository.

Report or request removal

More from gamedev-skills/awesome-gamedev-agent-skills