class_characterbody2d.rst 39 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720
  1. :github_url: hide
  2. .. DO NOT EDIT THIS FILE!!!
  3. .. Generated automatically from Godot engine sources.
  4. .. Generator: https://github.com/godotengine/godot/tree/4.0/doc/tools/make_rst.py.
  5. .. XML source: https://github.com/godotengine/godot/tree/4.0/doc/classes/CharacterBody2D.xml.
  6. .. _class_CharacterBody2D:
  7. CharacterBody2D
  8. ===============
  9. **Inherits:** :ref:`PhysicsBody2D<class_PhysicsBody2D>` **<** :ref:`CollisionObject2D<class_CollisionObject2D>` **<** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
  10. Specialized 2D physics body node for characters moved by script.
  11. .. rst-class:: classref-introduction-group
  12. Description
  13. -----------
  14. Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a :ref:`AnimatableBody2D<class_AnimatableBody2D>`. However, they have two main uses:
  15. \ **Kinematic characters:** Character bodies have an API for moving objects with walls and slopes detection (:ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>` method), in addition to collision detection (also done with :ref:`PhysicsBody2D.move_and_collide<class_PhysicsBody2D_method_move_and_collide>`). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics.
  16. \ **Kinematic motion:** Character bodies can also be used for kinematic motion (same functionality as :ref:`AnimatableBody2D<class_AnimatableBody2D>`), which allows them to be moved by code and push other bodies on their path.
  17. .. rst-class:: classref-introduction-group
  18. Tutorials
  19. ---------
  20. - :doc:`Kinematic character (2D) <../tutorials/physics/kinematic_character_2d>`
  21. - :doc:`Using CharacterBody2D <../tutorials/physics/using_character_body_2d>`
  22. - `2D Kinematic Character Demo <https://godotengine.org/asset-library/asset/113>`__
  23. - `2D Platformer Demo <https://godotengine.org/asset-library/asset/120>`__
  24. .. rst-class:: classref-reftable-group
  25. Properties
  26. ----------
  27. .. table::
  28. :widths: auto
  29. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  30. | :ref:`bool<class_bool>` | :ref:`floor_block_on_wall<class_CharacterBody2D_property_floor_block_on_wall>` | ``true`` |
  31. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  32. | :ref:`bool<class_bool>` | :ref:`floor_constant_speed<class_CharacterBody2D_property_floor_constant_speed>` | ``false`` |
  33. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  34. | :ref:`float<class_float>` | :ref:`floor_max_angle<class_CharacterBody2D_property_floor_max_angle>` | ``0.785398`` |
  35. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  36. | :ref:`float<class_float>` | :ref:`floor_snap_length<class_CharacterBody2D_property_floor_snap_length>` | ``1.0`` |
  37. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  38. | :ref:`bool<class_bool>` | :ref:`floor_stop_on_slope<class_CharacterBody2D_property_floor_stop_on_slope>` | ``true`` |
  39. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  40. | :ref:`int<class_int>` | :ref:`max_slides<class_CharacterBody2D_property_max_slides>` | ``4`` |
  41. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  42. | :ref:`MotionMode<enum_CharacterBody2D_MotionMode>` | :ref:`motion_mode<class_CharacterBody2D_property_motion_mode>` | ``0`` |
  43. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  44. | :ref:`int<class_int>` | :ref:`platform_floor_layers<class_CharacterBody2D_property_platform_floor_layers>` | ``4294967295`` |
  45. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  46. | :ref:`PlatformOnLeave<enum_CharacterBody2D_PlatformOnLeave>` | :ref:`platform_on_leave<class_CharacterBody2D_property_platform_on_leave>` | ``0`` |
  47. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  48. | :ref:`int<class_int>` | :ref:`platform_wall_layers<class_CharacterBody2D_property_platform_wall_layers>` | ``0`` |
  49. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  50. | :ref:`float<class_float>` | :ref:`safe_margin<class_CharacterBody2D_property_safe_margin>` | ``0.08`` |
  51. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  52. | :ref:`bool<class_bool>` | :ref:`slide_on_ceiling<class_CharacterBody2D_property_slide_on_ceiling>` | ``true`` |
  53. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  54. | :ref:`Vector2<class_Vector2>` | :ref:`up_direction<class_CharacterBody2D_property_up_direction>` | ``Vector2(0, -1)`` |
  55. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  56. | :ref:`Vector2<class_Vector2>` | :ref:`velocity<class_CharacterBody2D_property_velocity>` | ``Vector2(0, 0)`` |
  57. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  58. | :ref:`float<class_float>` | :ref:`wall_min_slide_angle<class_CharacterBody2D_property_wall_min_slide_angle>` | ``0.261799`` |
  59. +--------------------------------------------------------------+------------------------------------------------------------------------------------+--------------------+
  60. .. rst-class:: classref-reftable-group
  61. Methods
  62. -------
  63. .. table::
  64. :widths: auto
  65. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  66. | void | :ref:`apply_floor_snap<class_CharacterBody2D_method_apply_floor_snap>` **(** **)** |
  67. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  68. | :ref:`float<class_float>` | :ref:`get_floor_angle<class_CharacterBody2D_method_get_floor_angle>` **(** :ref:`Vector2<class_Vector2>` up_direction=Vector2(0, -1) **)** |const| |
  69. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  70. | :ref:`Vector2<class_Vector2>` | :ref:`get_floor_normal<class_CharacterBody2D_method_get_floor_normal>` **(** **)** |const| |
  71. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  72. | :ref:`Vector2<class_Vector2>` | :ref:`get_last_motion<class_CharacterBody2D_method_get_last_motion>` **(** **)** |const| |
  73. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  74. | :ref:`KinematicCollision2D<class_KinematicCollision2D>` | :ref:`get_last_slide_collision<class_CharacterBody2D_method_get_last_slide_collision>` **(** **)** |
  75. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  76. | :ref:`Vector2<class_Vector2>` | :ref:`get_platform_velocity<class_CharacterBody2D_method_get_platform_velocity>` **(** **)** |const| |
  77. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  78. | :ref:`Vector2<class_Vector2>` | :ref:`get_position_delta<class_CharacterBody2D_method_get_position_delta>` **(** **)** |const| |
  79. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  80. | :ref:`Vector2<class_Vector2>` | :ref:`get_real_velocity<class_CharacterBody2D_method_get_real_velocity>` **(** **)** |const| |
  81. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  82. | :ref:`KinematicCollision2D<class_KinematicCollision2D>` | :ref:`get_slide_collision<class_CharacterBody2D_method_get_slide_collision>` **(** :ref:`int<class_int>` slide_idx **)** |
  83. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  84. | :ref:`int<class_int>` | :ref:`get_slide_collision_count<class_CharacterBody2D_method_get_slide_collision_count>` **(** **)** |const| |
  85. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  86. | :ref:`Vector2<class_Vector2>` | :ref:`get_wall_normal<class_CharacterBody2D_method_get_wall_normal>` **(** **)** |const| |
  87. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  88. | :ref:`bool<class_bool>` | :ref:`is_on_ceiling<class_CharacterBody2D_method_is_on_ceiling>` **(** **)** |const| |
  89. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  90. | :ref:`bool<class_bool>` | :ref:`is_on_ceiling_only<class_CharacterBody2D_method_is_on_ceiling_only>` **(** **)** |const| |
  91. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  92. | :ref:`bool<class_bool>` | :ref:`is_on_floor<class_CharacterBody2D_method_is_on_floor>` **(** **)** |const| |
  93. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  94. | :ref:`bool<class_bool>` | :ref:`is_on_floor_only<class_CharacterBody2D_method_is_on_floor_only>` **(** **)** |const| |
  95. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  96. | :ref:`bool<class_bool>` | :ref:`is_on_wall<class_CharacterBody2D_method_is_on_wall>` **(** **)** |const| |
  97. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  98. | :ref:`bool<class_bool>` | :ref:`is_on_wall_only<class_CharacterBody2D_method_is_on_wall_only>` **(** **)** |const| |
  99. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  100. | :ref:`bool<class_bool>` | :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>` **(** **)** |
  101. +---------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  102. .. rst-class:: classref-section-separator
  103. ----
  104. .. rst-class:: classref-descriptions-group
  105. Enumerations
  106. ------------
  107. .. _enum_CharacterBody2D_MotionMode:
  108. .. rst-class:: classref-enumeration
  109. enum **MotionMode**:
  110. .. _class_CharacterBody2D_constant_MOTION_MODE_GROUNDED:
  111. .. rst-class:: classref-enumeration-constant
  112. :ref:`MotionMode<enum_CharacterBody2D_MotionMode>` **MOTION_MODE_GROUNDED** = ``0``
  113. Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for sided games like platformers.
  114. .. _class_CharacterBody2D_constant_MOTION_MODE_FLOATING:
  115. .. rst-class:: classref-enumeration-constant
  116. :ref:`MotionMode<enum_CharacterBody2D_MotionMode>` **MOTION_MODE_FLOATING** = ``1``
  117. Apply when there is no notion of floor or ceiling. All collisions will be reported as ``on_wall``. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.
  118. .. rst-class:: classref-item-separator
  119. ----
  120. .. _enum_CharacterBody2D_PlatformOnLeave:
  121. .. rst-class:: classref-enumeration
  122. enum **PlatformOnLeave**:
  123. .. _class_CharacterBody2D_constant_PLATFORM_ON_LEAVE_ADD_VELOCITY:
  124. .. rst-class:: classref-enumeration-constant
  125. :ref:`PlatformOnLeave<enum_CharacterBody2D_PlatformOnLeave>` **PLATFORM_ON_LEAVE_ADD_VELOCITY** = ``0``
  126. Add the last platform velocity to the :ref:`velocity<class_CharacterBody2D_property_velocity>` when you leave a moving platform.
  127. .. _class_CharacterBody2D_constant_PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY:
  128. .. rst-class:: classref-enumeration-constant
  129. :ref:`PlatformOnLeave<enum_CharacterBody2D_PlatformOnLeave>` **PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY** = ``1``
  130. Add the last platform velocity to the :ref:`velocity<class_CharacterBody2D_property_velocity>` when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
  131. .. _class_CharacterBody2D_constant_PLATFORM_ON_LEAVE_DO_NOTHING:
  132. .. rst-class:: classref-enumeration-constant
  133. :ref:`PlatformOnLeave<enum_CharacterBody2D_PlatformOnLeave>` **PLATFORM_ON_LEAVE_DO_NOTHING** = ``2``
  134. Do nothing when leaving a platform.
  135. .. rst-class:: classref-section-separator
  136. ----
  137. .. rst-class:: classref-descriptions-group
  138. Property Descriptions
  139. ---------------------
  140. .. _class_CharacterBody2D_property_floor_block_on_wall:
  141. .. rst-class:: classref-property
  142. :ref:`bool<class_bool>` **floor_block_on_wall** = ``true``
  143. .. rst-class:: classref-property-setget
  144. - void **set_floor_block_on_wall_enabled** **(** :ref:`bool<class_bool>` value **)**
  145. - :ref:`bool<class_bool>` **is_floor_block_on_wall_enabled** **(** **)**
  146. If ``true``, the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.
  147. .. rst-class:: classref-item-separator
  148. ----
  149. .. _class_CharacterBody2D_property_floor_constant_speed:
  150. .. rst-class:: classref-property
  151. :ref:`bool<class_bool>` **floor_constant_speed** = ``false``
  152. .. rst-class:: classref-property-setget
  153. - void **set_floor_constant_speed_enabled** **(** :ref:`bool<class_bool>` value **)**
  154. - :ref:`bool<class_bool>` **is_floor_constant_speed_enabled** **(** **)**
  155. If ``false`` (by default), the body will move faster on downward slopes and slower on upward slopes.
  156. If ``true``, the body will always move at the same speed on the ground no matter the slope. Note that you need to use :ref:`floor_snap_length<class_CharacterBody2D_property_floor_snap_length>` to stick along a downward slope at constant speed.
  157. .. rst-class:: classref-item-separator
  158. ----
  159. .. _class_CharacterBody2D_property_floor_max_angle:
  160. .. rst-class:: classref-property
  161. :ref:`float<class_float>` **floor_max_angle** = ``0.785398``
  162. .. rst-class:: classref-property-setget
  163. - void **set_floor_max_angle** **(** :ref:`float<class_float>` value **)**
  164. - :ref:`float<class_float>` **get_floor_max_angle** **(** **)**
  165. Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. The default value equals 45 degrees.
  166. .. rst-class:: classref-item-separator
  167. ----
  168. .. _class_CharacterBody2D_property_floor_snap_length:
  169. .. rst-class:: classref-property
  170. :ref:`float<class_float>` **floor_snap_length** = ``1.0``
  171. .. rst-class:: classref-property-setget
  172. - void **set_floor_snap_length** **(** :ref:`float<class_float>` value **)**
  173. - :ref:`float<class_float>` **get_floor_snap_length** **(** **)**
  174. Sets a snapping distance. When set to a value different from ``0.0``, the body is kept attached to slopes when calling :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. The snapping vector is determined by the given distance along the opposite direction of the :ref:`up_direction<class_CharacterBody2D_property_up_direction>`.
  175. As long as the snapping vector is in contact with the ground and the body moves against :ref:`up_direction<class_CharacterBody2D_property_up_direction>`, the body will remain attached to the surface. Snapping is not applied if the body moves along :ref:`up_direction<class_CharacterBody2D_property_up_direction>`, meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use :ref:`apply_floor_snap<class_CharacterBody2D_method_apply_floor_snap>`.
  176. .. rst-class:: classref-item-separator
  177. ----
  178. .. _class_CharacterBody2D_property_floor_stop_on_slope:
  179. .. rst-class:: classref-property
  180. :ref:`bool<class_bool>` **floor_stop_on_slope** = ``true``
  181. .. rst-class:: classref-property-setget
  182. - void **set_floor_stop_on_slope_enabled** **(** :ref:`bool<class_bool>` value **)**
  183. - :ref:`bool<class_bool>` **is_floor_stop_on_slope_enabled** **(** **)**
  184. If ``true``, the body will not slide on slopes when calling :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>` when the body is standing still.
  185. If ``false``, the body will slide on floor's slopes when :ref:`velocity<class_CharacterBody2D_property_velocity>` applies a downward force.
  186. .. rst-class:: classref-item-separator
  187. ----
  188. .. _class_CharacterBody2D_property_max_slides:
  189. .. rst-class:: classref-property
  190. :ref:`int<class_int>` **max_slides** = ``4``
  191. .. rst-class:: classref-property-setget
  192. - void **set_max_slides** **(** :ref:`int<class_int>` value **)**
  193. - :ref:`int<class_int>` **get_max_slides** **(** **)**
  194. Maximum number of times the body can change direction before it stops when calling :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`.
  195. .. rst-class:: classref-item-separator
  196. ----
  197. .. _class_CharacterBody2D_property_motion_mode:
  198. .. rst-class:: classref-property
  199. :ref:`MotionMode<enum_CharacterBody2D_MotionMode>` **motion_mode** = ``0``
  200. .. rst-class:: classref-property-setget
  201. - void **set_motion_mode** **(** :ref:`MotionMode<enum_CharacterBody2D_MotionMode>` value **)**
  202. - :ref:`MotionMode<enum_CharacterBody2D_MotionMode>` **get_motion_mode** **(** **)**
  203. Sets the motion mode which defines the behavior of :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. See :ref:`MotionMode<enum_CharacterBody2D_MotionMode>` constants for available modes.
  204. .. rst-class:: classref-item-separator
  205. ----
  206. .. _class_CharacterBody2D_property_platform_floor_layers:
  207. .. rst-class:: classref-property
  208. :ref:`int<class_int>` **platform_floor_layers** = ``4294967295``
  209. .. rst-class:: classref-property-setget
  210. - void **set_platform_floor_layers** **(** :ref:`int<class_int>` value **)**
  211. - :ref:`int<class_int>` **get_platform_floor_layers** **(** **)**
  212. Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the **CharacterBody2D**. By default, all floor bodies are detected and propagate their velocity.
  213. .. rst-class:: classref-item-separator
  214. ----
  215. .. _class_CharacterBody2D_property_platform_on_leave:
  216. .. rst-class:: classref-property
  217. :ref:`PlatformOnLeave<enum_CharacterBody2D_PlatformOnLeave>` **platform_on_leave** = ``0``
  218. .. rst-class:: classref-property-setget
  219. - void **set_platform_on_leave** **(** :ref:`PlatformOnLeave<enum_CharacterBody2D_PlatformOnLeave>` value **)**
  220. - :ref:`PlatformOnLeave<enum_CharacterBody2D_PlatformOnLeave>` **get_platform_on_leave** **(** **)**
  221. Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See :ref:`PlatformOnLeave<enum_CharacterBody2D_PlatformOnLeave>` constants for available behavior.
  222. .. rst-class:: classref-item-separator
  223. ----
  224. .. _class_CharacterBody2D_property_platform_wall_layers:
  225. .. rst-class:: classref-property
  226. :ref:`int<class_int>` **platform_wall_layers** = ``0``
  227. .. rst-class:: classref-property-setget
  228. - void **set_platform_wall_layers** **(** :ref:`int<class_int>` value **)**
  229. - :ref:`int<class_int>` **get_platform_wall_layers** **(** **)**
  230. Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the **CharacterBody2D**. By default, all wall bodies are ignored.
  231. .. rst-class:: classref-item-separator
  232. ----
  233. .. _class_CharacterBody2D_property_safe_margin:
  234. .. rst-class:: classref-property
  235. :ref:`float<class_float>` **safe_margin** = ``0.08``
  236. .. rst-class:: classref-property-setget
  237. - void **set_safe_margin** **(** :ref:`float<class_float>` value **)**
  238. - :ref:`float<class_float>` **get_safe_margin** **(** **)**
  239. Extra margin used for collision recovery when calling :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`.
  240. If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
  241. A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
  242. A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
  243. .. rst-class:: classref-item-separator
  244. ----
  245. .. _class_CharacterBody2D_property_slide_on_ceiling:
  246. .. rst-class:: classref-property
  247. :ref:`bool<class_bool>` **slide_on_ceiling** = ``true``
  248. .. rst-class:: classref-property-setget
  249. - void **set_slide_on_ceiling_enabled** **(** :ref:`bool<class_bool>` value **)**
  250. - :ref:`bool<class_bool>` **is_slide_on_ceiling_enabled** **(** **)**
  251. If ``true``, during a jump against the ceiling, the body will slide, if ``false`` it will be stopped and will fall vertically.
  252. .. rst-class:: classref-item-separator
  253. ----
  254. .. _class_CharacterBody2D_property_up_direction:
  255. .. rst-class:: classref-property
  256. :ref:`Vector2<class_Vector2>` **up_direction** = ``Vector2(0, -1)``
  257. .. rst-class:: classref-property-setget
  258. - void **set_up_direction** **(** :ref:`Vector2<class_Vector2>` value **)**
  259. - :ref:`Vector2<class_Vector2>` **get_up_direction** **(** **)**
  260. Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. Defaults to ``Vector2.UP``. As the vector will be normalized it can't be equal to :ref:`Vector2.ZERO<class_Vector2_constant_ZERO>`, if you want all collisions to be reported as walls, consider using :ref:`MOTION_MODE_FLOATING<class_CharacterBody2D_constant_MOTION_MODE_FLOATING>` as :ref:`motion_mode<class_CharacterBody2D_property_motion_mode>`.
  261. .. rst-class:: classref-item-separator
  262. ----
  263. .. _class_CharacterBody2D_property_velocity:
  264. .. rst-class:: classref-property
  265. :ref:`Vector2<class_Vector2>` **velocity** = ``Vector2(0, 0)``
  266. .. rst-class:: classref-property-setget
  267. - void **set_velocity** **(** :ref:`Vector2<class_Vector2>` value **)**
  268. - :ref:`Vector2<class_Vector2>` **get_velocity** **(** **)**
  269. Current velocity vector in pixels per second, used and modified during calls to :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`.
  270. .. rst-class:: classref-item-separator
  271. ----
  272. .. _class_CharacterBody2D_property_wall_min_slide_angle:
  273. .. rst-class:: classref-property
  274. :ref:`float<class_float>` **wall_min_slide_angle** = ``0.261799``
  275. .. rst-class:: classref-property-setget
  276. - void **set_wall_min_slide_angle** **(** :ref:`float<class_float>` value **)**
  277. - :ref:`float<class_float>` **get_wall_min_slide_angle** **(** **)**
  278. Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. This property only affects movement when :ref:`motion_mode<class_CharacterBody2D_property_motion_mode>` is :ref:`MOTION_MODE_FLOATING<class_CharacterBody2D_constant_MOTION_MODE_FLOATING>`.
  279. .. rst-class:: classref-section-separator
  280. ----
  281. .. rst-class:: classref-descriptions-group
  282. Method Descriptions
  283. -------------------
  284. .. _class_CharacterBody2D_method_apply_floor_snap:
  285. .. rst-class:: classref-method
  286. void **apply_floor_snap** **(** **)**
  287. Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when :ref:`is_on_floor<class_CharacterBody2D_method_is_on_floor>` returns ``true``.
  288. .. rst-class:: classref-item-separator
  289. ----
  290. .. _class_CharacterBody2D_method_get_floor_angle:
  291. .. rst-class:: classref-method
  292. :ref:`float<class_float>` **get_floor_angle** **(** :ref:`Vector2<class_Vector2>` up_direction=Vector2(0, -1) **)** |const|
  293. Returns the floor's collision angle at the last collision point according to ``up_direction``, which is ``Vector2.UP`` by default. This value is always positive and only valid after calling :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>` and when :ref:`is_on_floor<class_CharacterBody2D_method_is_on_floor>` returns ``true``.
  294. .. rst-class:: classref-item-separator
  295. ----
  296. .. _class_CharacterBody2D_method_get_floor_normal:
  297. .. rst-class:: classref-method
  298. :ref:`Vector2<class_Vector2>` **get_floor_normal** **(** **)** |const|
  299. Returns the surface normal of the floor at the last collision point. Only valid after calling :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>` and when :ref:`is_on_floor<class_CharacterBody2D_method_is_on_floor>` returns ``true``.
  300. .. rst-class:: classref-item-separator
  301. ----
  302. .. _class_CharacterBody2D_method_get_last_motion:
  303. .. rst-class:: classref-method
  304. :ref:`Vector2<class_Vector2>` **get_last_motion** **(** **)** |const|
  305. Returns the last motion applied to the **CharacterBody2D** during the last call to :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.
  306. .. rst-class:: classref-item-separator
  307. ----
  308. .. _class_CharacterBody2D_method_get_last_slide_collision:
  309. .. rst-class:: classref-method
  310. :ref:`KinematicCollision2D<class_KinematicCollision2D>` **get_last_slide_collision** **(** **)**
  311. Returns a :ref:`KinematicCollision2D<class_KinematicCollision2D>`, which contains information about the latest collision that occurred during the last call to :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`.
  312. .. rst-class:: classref-item-separator
  313. ----
  314. .. _class_CharacterBody2D_method_get_platform_velocity:
  315. .. rst-class:: classref-method
  316. :ref:`Vector2<class_Vector2>` **get_platform_velocity** **(** **)** |const|
  317. Returns the linear velocity of the platform at the last collision point. Only valid after calling :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`.
  318. .. rst-class:: classref-item-separator
  319. ----
  320. .. _class_CharacterBody2D_method_get_position_delta:
  321. .. rst-class:: classref-method
  322. :ref:`Vector2<class_Vector2>` **get_position_delta** **(** **)** |const|
  323. Returns the travel (position delta) that occurred during the last call to :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`.
  324. .. rst-class:: classref-item-separator
  325. ----
  326. .. _class_CharacterBody2D_method_get_real_velocity:
  327. .. rst-class:: classref-method
  328. :ref:`Vector2<class_Vector2>` **get_real_velocity** **(** **)** |const|
  329. Returns the current real velocity since the last call to :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to :ref:`velocity<class_CharacterBody2D_property_velocity>` which returns the requested velocity.
  330. .. rst-class:: classref-item-separator
  331. ----
  332. .. _class_CharacterBody2D_method_get_slide_collision:
  333. .. rst-class:: classref-method
  334. :ref:`KinematicCollision2D<class_KinematicCollision2D>` **get_slide_collision** **(** :ref:`int<class_int>` slide_idx **)**
  335. Returns a :ref:`KinematicCollision2D<class_KinematicCollision2D>`, which contains information about a collision that occurred during the last call to :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. Since the body can collide several times in a single call to :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`, you must specify the index of the collision in the range 0 to (:ref:`get_slide_collision_count<class_CharacterBody2D_method_get_slide_collision_count>` - 1).
  336. \ **Example usage:**\
  337. .. tabs::
  338. .. code-tab:: gdscript
  339. for i in get_slide_collision_count():
  340. var collision = get_slide_collision(i)
  341. print("Collided with: ", collision.get_collider().name)
  342. .. code-tab:: csharp
  343. for (int i = 0; i < GetSlideCollisionCount(); i++)
  344. {
  345. KinematicCollision2D collision = GetSlideCollision(i);
  346. GD.Print("Collided with: ", (collision.GetCollider() as Node).Name);
  347. }
  348. .. rst-class:: classref-item-separator
  349. ----
  350. .. _class_CharacterBody2D_method_get_slide_collision_count:
  351. .. rst-class:: classref-method
  352. :ref:`int<class_int>` **get_slide_collision_count** **(** **)** |const|
  353. Returns the number of times the body collided and changed direction during the last call to :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`.
  354. .. rst-class:: classref-item-separator
  355. ----
  356. .. _class_CharacterBody2D_method_get_wall_normal:
  357. .. rst-class:: classref-method
  358. :ref:`Vector2<class_Vector2>` **get_wall_normal** **(** **)** |const|
  359. Returns the surface normal of the wall at the last collision point. Only valid after calling :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>` and when :ref:`is_on_wall<class_CharacterBody2D_method_is_on_wall>` returns ``true``.
  360. .. rst-class:: classref-item-separator
  361. ----
  362. .. _class_CharacterBody2D_method_is_on_ceiling:
  363. .. rst-class:: classref-method
  364. :ref:`bool<class_bool>` **is_on_ceiling** **(** **)** |const|
  365. Returns ``true`` if the body collided with the ceiling on the last call of :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody2D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody2D_property_floor_max_angle>` are used to determine whether a surface is "ceiling" or not.
  366. .. rst-class:: classref-item-separator
  367. ----
  368. .. _class_CharacterBody2D_method_is_on_ceiling_only:
  369. .. rst-class:: classref-method
  370. :ref:`bool<class_bool>` **is_on_ceiling_only** **(** **)** |const|
  371. Returns ``true`` if the body collided only with the ceiling on the last call of :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody2D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody2D_property_floor_max_angle>` are used to determine whether a surface is "ceiling" or not.
  372. .. rst-class:: classref-item-separator
  373. ----
  374. .. _class_CharacterBody2D_method_is_on_floor:
  375. .. rst-class:: classref-method
  376. :ref:`bool<class_bool>` **is_on_floor** **(** **)** |const|
  377. Returns ``true`` if the body collided with the floor on the last call of :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody2D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody2D_property_floor_max_angle>` are used to determine whether a surface is "floor" or not.
  378. .. rst-class:: classref-item-separator
  379. ----
  380. .. _class_CharacterBody2D_method_is_on_floor_only:
  381. .. rst-class:: classref-method
  382. :ref:`bool<class_bool>` **is_on_floor_only** **(** **)** |const|
  383. Returns ``true`` if the body collided only with the floor on the last call of :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody2D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody2D_property_floor_max_angle>` are used to determine whether a surface is "floor" or not.
  384. .. rst-class:: classref-item-separator
  385. ----
  386. .. _class_CharacterBody2D_method_is_on_wall:
  387. .. rst-class:: classref-method
  388. :ref:`bool<class_bool>` **is_on_wall** **(** **)** |const|
  389. Returns ``true`` if the body collided with a wall on the last call of :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody2D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody2D_property_floor_max_angle>` are used to determine whether a surface is "wall" or not.
  390. .. rst-class:: classref-item-separator
  391. ----
  392. .. _class_CharacterBody2D_method_is_on_wall_only:
  393. .. rst-class:: classref-method
  394. :ref:`bool<class_bool>` **is_on_wall_only** **(** **)** |const|
  395. Returns ``true`` if the body collided only with a wall on the last call of :ref:`move_and_slide<class_CharacterBody2D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody2D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody2D_property_floor_max_angle>` are used to determine whether a surface is "wall" or not.
  396. .. rst-class:: classref-item-separator
  397. ----
  398. .. _class_CharacterBody2D_method_move_and_slide:
  399. .. rst-class:: classref-method
  400. :ref:`bool<class_bool>` **move_and_slide** **(** **)**
  401. Moves the body based on :ref:`velocity<class_CharacterBody2D_property_velocity>`. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a **CharacterBody2D** or :ref:`RigidBody2D<class_RigidBody2D>`, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
  402. Modifies :ref:`velocity<class_CharacterBody2D_property_velocity>` if a slide collision occurred. To get the latest collision call :ref:`get_last_slide_collision<class_CharacterBody2D_method_get_last_slide_collision>`, for detailed information about collisions that occurred, use :ref:`get_slide_collision<class_CharacterBody2D_method_get_slide_collision>`.
  403. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
  404. The general behavior and available properties change according to the :ref:`motion_mode<class_CharacterBody2D_property_motion_mode>`.
  405. Returns ``true`` if the body collided, otherwise, returns ``false``.
  406. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  407. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  408. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  409. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  410. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  411. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`