godot-characterbody-2d
0
总安装量
5
周安装量
安装命令
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-characterbody-2d
Agent 安装分布
opencode
5
gemini-cli
5
codex
5
github-copilot
4
claude-code
3
Skill 文档
CharacterBody2D Implementation
Expert guidance for player-controlled 2D movement using Godot’s physics system.
NEVER Do
- NEVER multiply velocity by delta when using
move_and_slide()âmove_and_slide()already accounts for delta time. Multiplying causes slow, frame-dependent movement. - NEVER forget to check
is_on_floor()before jump â Allows mid-air jumps without double-jump mechanic. - NEVER use
velocity.x = direction * SPEEDwithout friction â Character slides infinitely without friction in else branch. Usemove_toward(velocity.x, 0, FRICTION * delta). - NEVER set
velocity.yto exact value when falling â Overwrites gravity accumulation. Usevelocity.y += gravity * deltainstead ofvelocity.y = gravity. - NEVER use floor_snap_length > 16px â Large snap values cause “sticking” to slopes and walls.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
expert_physics_2d.gd
Complete platformer movement with coyote time, jump buffering, smooth acceleration/friction, and sub-pixel stabilization. Uses move_toward for precise control.
dash_controller.gd
Frame-perfect dash with I-frames, cooldown, and momentum preservation.
wall_jump_controller.gd
Wall slide, cling, and directional wall jump with auto-correction.
Do First: Read expert_physics_2d.gd for platformer foundation before adding dash/wall-jump.
When to Use CharacterBody2D
Use CharacterBody2D For:
- Player characters (platformer, top-down, side-scroller)
- NPCs with custom movement logic
- Enemies with non-physics-based movement
Use RigidBody2D For:
- Physics-driven objects (rolling boulders, vehicles)
- Objects affected by forces and impulses
Platformer Movement Pattern
Basic Platformer Controller
extends CharacterBody2D
const SPEED := 300.0
const JUMP_VELOCITY := -400.0
# Get the gravity from the project settings
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# Apply gravity
if not is_on_floor():
velocity.y += gravity * delta
# Handle jump
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get input direction
var direction := Input.get_axis("move_left", "move_right")
# Apply movement
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
Advanced Platformer with Coyote Time & Jump Buffer
extends CharacterBody2D
const SPEED := 300.0
const JUMP_VELOCITY := -400.0
const ACCELERATION := 1500.0
const FRICTION := 1200.0
const AIR_RESISTANCE := 200.0
# Coyote time: grace period after leaving platform
const COYOTE_TIME := 0.1
var coyote_timer := 0.0
# Jump buffering: remember jump input slightly before landing
const JUMP_BUFFER_TIME := 0.1
var jump_buffer_timer := 0.0
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# Gravity
if not is_on_floor():
velocity.y += gravity * delta
coyote_timer -= delta
else:
coyote_timer = COYOTE_TIME
# Jump buffering
if Input.is_action_just_pressed("jump"):
jump_buffer_timer = JUMP_BUFFER_TIME
else:
jump_buffer_timer -= delta
# Jump (with coyote time and buffer)
if jump_buffer_timer > 0 and coyote_timer > 0:
velocity.y = JUMP_VELOCITY
jump_buffer_timer = 0
coyote_timer = 0
# Variable jump height
if Input.is_action_just_released("jump") and velocity.y < 0:
velocity.y *= 0.5
# Movement with acceleration/friction
var direction := Input.get_axis("move_left", "move_right")
if direction:
velocity.x = move_toward(velocity.x, direction * SPEED, ACCELERATION * delta)
else:
var friction_value := FRICTION if is_on_floor() else AIR_RESISTANCE
velocity.x = move_toward(velocity.x, 0, friction_value * delta)
move_and_slide()
Top-Down Movement Pattern
8-Directional Top-Down
extends CharacterBody2D
const SPEED := 200.0
const ACCELERATION := 1500.0
const FRICTION := 1000.0
func _physics_process(delta: float) -> void:
# Get input direction (normalized for diagonal movement)
var input_vector := Input.get_vector(
"move_left", "move_right",
"move_up", "move_down"
)
if input_vector != Vector2.ZERO:
# Accelerate toward target velocity
velocity = velocity.move_toward(
input_vector * SPEED,
ACCELERATION * delta
)
else:
# Apply friction
velocity = velocity.move_toward(
Vector2.ZERO,
FRICTION * delta
)
move_and_slide()
Top-Down with Rotation (Tank Controls)
extends CharacterBody2D
const SPEED := 200.0
const ROTATION_SPEED := 3.0
func _physics_process(delta: float) -> void:
# Rotation
var rotate_direction := Input.get_axis("rotate_left", "rotate_right")
rotation += rotate_direction * ROTATION_SPEED * delta
# Forward/backward movement
var move_direction := Input.get_axis("move_backward", "move_forward")
velocity = transform.x * move_direction * SPEED
move_and_slide()
Collision Handling
Detecting Floor/Walls/Ceiling
func _physics_process(delta: float) -> void:
move_and_slide()
if is_on_floor():
print("Standing on ground")
if is_on_wall():
print("Touching wall")
if is_on_ceiling():
print("Hitting ceiling")
Get Collision Information
func _physics_process(delta: float) -> void:
move_and_slide()
# Process each collision
for i in get_slide_collision_count():
var collision := get_slide_collision(i)
print("Collided with: ", collision.get_collider().name)
print("Collision normal: ", collision.get_normal())
# Example: bounce off walls
if collision.get_collider().is_in_group("bouncy"):
velocity = velocity.bounce(collision.get_normal())
One-Way Platforms
extends CharacterBody2D
func _physics_process(delta: float) -> void:
# Allow falling through platforms by pressing down
if Input.is_action_pressed("move_down") and is_on_floor():
position.y += 1 # Move slightly down to pass through
velocity.y += gravity * delta
move_and_slide()
Movement States with State Machine
extends CharacterBody2D
enum State { IDLE, RUNNING, JUMPING, FALLING, DASHING }
var current_state := State.IDLE
var dash_velocity := Vector2.ZERO
const DASH_SPEED := 600.0
const DASH_DURATION := 0.2
var dash_timer := 0.0
func _physics_process(delta: float) -> void:
match current_state:
State.IDLE:
_state_idle(delta)
State.RUNNING:
_state_running(delta)
State.JUMPING:
_state_jumping(delta)
State.FALLING:
_state_falling(delta)
State.DASHING:
_state_dashing(delta)
func _state_idle(delta: float) -> void:
velocity.x = move_toward(velocity.x, 0, FRICTION * delta)
if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right"):
current_state = State.RUNNING
elif Input.is_action_just_pressed("jump"):
current_state = State.JUMPING
move_and_slide()
func _state_dashing(delta: float) -> void:
dash_timer -= delta
velocity = dash_velocity
if dash_timer <= 0:
current_state = State.IDLE
move_and_slide()
Best Practices
1. Use Constants for Tuning
# â
Good - easy to tweak
const SPEED := 300.0
const JUMP_VELOCITY := -400.0
# â Bad - magic numbers
velocity.x = 300
velocity.y = -400
2. Use @export for Designer Control
@export var speed: float = 300.0
@export var jump_velocity: float = -400.0
@export_range(0, 2000) var acceleration: float = 1500.0
3. Separate Movement from Animation
func _physics_process(delta: float) -> void:
_handle_movement(delta)
_handle_animation()
move_and_slide()
func _handle_movement(delta: float) -> void:
# Movement logic only
pass
func _handle_animation() -> void:
# Animation state changes only
if velocity.x > 0:
$AnimatedSprite2D.flip_h = false
elif velocity.x < 0:
$AnimatedSprite2D.flip_h = true
4. Use Floor Detection Parameters
func _ready() -> void:
# Set floor parameters
floor_max_angle = deg_to_rad(45) # Max slope angle
floor_snap_length = 8.0 # Distance to snap to floor
motion_mode = MOTION_MODE_GROUNDED # Vs MOTION_MODE_FLOATING
Common Gotchas
Issue: Character slides on slopes
# Solution: Increase friction
const FRICTION := 1200.0
Issue: Character stutters on moving platforms
# Solution: Enable platform snap
func _physics_process(delta: float) -> void:
move_and_slide()
# Snap to platform velocity
if is_on_floor():
var floor_velocity := get_platform_velocity()
velocity += floor_velocity
Issue: Double jump exploit
# Solution: Track if jump was used
var can_jump := true
func _physics_process(delta: float) -> void:
if is_on_floor():
can_jump = true
if Input.is_action_just_pressed("jump") and can_jump:
velocity.y = JUMP_VELOCITY
can_jump = false
Reference
Related
- Master Skill: godot-master