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