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- .. _doc_2d_movement:
- 2D movement overview
- ====================
- Introduction
- ------------
- Every beginner has been there: "How do I move my character?" Depending on the
- style of game you're making, you may have special requirements, but in general
- the movement in most 2D games is based on a small number of designs.
- We'll use :ref:`CharacterBody2D <class_CharacterBody2D>` for these examples,
- but the principles will apply to other node types (Area2D, RigidBody2D) as well.
- .. _doc_2d_movement_setup:
- Setup
- -----
- Each example below uses the same scene setup. Start with a ``CharacterBody2D`` with two
- children: ``Sprite2D`` and ``CollisionShape2D``. You can use the Godot icon ("icon.png")
- for the Sprite2D's texture or use any other 2D image you have.
- Open ``Project -> Project Settings`` and select the "Input Map" tab. Add the following
- input actions (see :ref:`InputEvent <doc_inputevent>` for details):
- .. image:: img/movement_inputs.webp
- 8-way movement
- --------------
- In this scenario, you want the user to press the four directional keys (up/left/down/right
- or W/A/S/D) and move in the selected direction. The name "8-way movement" comes from the
- fact that the player can move diagonally by pressing two keys at the same time.
- .. image:: img/movement_8way.gif
- Add a script to the character body and add the following code:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends CharacterBody2D
- @export var speed = 400
- func get_input():
- var input_direction = Input.get_vector("left", "right", "up", "down")
- velocity = input_direction * speed
- func _physics_process(delta):
- get_input()
- move_and_slide()
- .. code-tab:: csharp
- using Godot;
- public partial class Movement : CharacterBody2D
- {
- [Export]
- public int Speed { get; set; } = 400;
- public void GetInput()
- {
- Vector2 inputDirection = Input.GetVector("left", "right", "up", "down");
- Velocity = inputDirection * Speed;
- }
- public override void _PhysicsProcess(double delta)
- {
- GetInput();
- MoveAndSlide();
- }
- }
- In the ``get_input()`` function, we use :ref:`Input <class_Input>` ``get_vector()`` to check for the
- four key events and sum return a direction vector.
- We can then set our velocity by multiplying this direction vector, which has a
- length of ``1``, by our desired speed.
- .. tip:: If you've never used vector math before, or need a refresher,
- you can see an explanation of vector usage in Godot at :ref:`doc_vector_math`.
- .. note::
- If the code above does nothing when you press the keys, double-check that
- you've set up input actions correctly as described in the
- :ref:`doc_2d_movement_setup` part of this tutorial.
- Rotation + movement
- -------------------
- This type of movement is sometimes called "Asteroids-style" because it resembles
- how that classic arcade game worked. Pressing left/right rotates the character,
- while up/down moves it forward or backward in whatever direction it's facing.
- .. image:: img/movement_rotate1.gif
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends CharacterBody2D
- @export var speed = 400
- @export var rotation_speed = 1.5
- var rotation_direction = 0
- func get_input():
- rotation_direction = Input.get_axis("left", "right")
- velocity = transform.x * Input.get_axis("down", "up") * speed
- func _physics_process(delta):
- get_input()
- rotation += rotation_direction * rotation_speed * delta
- move_and_slide()
- .. code-tab:: csharp
- using Godot;
- public partial class Movement : CharacterBody2D
- {
- [Export]
- public int Speed { get; set; } = 400;
- [Export]
- public float RotationSpeed { get; set; } = 1.5f;
- private float _rotationDirection;
- public void GetInput()
- {
- _rotationDirection = Input.GetAxis("left", "right");
- Velocity = Transform.X * Input.GetAxis("down", "up") * Speed;
- }
- public override void _PhysicsProcess(double delta)
- {
- GetInput();
- Rotation += _rotationDirection * RotationSpeed * (float)delta;
- MoveAndSlide();
- }
- }
- Here we've added two variables to track our rotation direction and speed.
- The rotation is applied directly to the body's ``rotation`` property.
- To set the velocity, we use the body's ``transform.x`` which is a vector pointing
- in the body's "forward" direction, and multiply that by the speed.
- Rotation + movement (mouse)
- ---------------------------
- This style of movement is a variation of the previous one. This time, the direction
- is set by the mouse position instead of the keyboard. The character will always
- "look at" the mouse pointer. The forward/back inputs remain the same, however.
- .. image:: img/movement_rotate2.gif
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends CharacterBody2D
- @export var speed = 400
- func get_input():
- look_at(get_global_mouse_position())
- velocity = transform.x * Input.get_axis("down", "up") * speed
- func _physics_process(delta):
- get_input()
- move_and_slide()
- .. code-tab:: csharp
- using Godot;
- public partial class Movement : CharacterBody2D
- {
- [Export]
- public int Speed { get; set; } = 400;
- public void GetInput()
- {
- LookAt(GetGlobalMousePosition());
- Velocity = Transform.X * Input.GetAxis("down", "up") * Speed;
- }
- public override void _PhysicsProcess(double delta)
- {
- GetInput();
- MoveAndSlide();
- }
- }
- Here we're using the :ref:`Node2D <class_Node2D>` ``look_at()`` method to
- point the player towards the mouse's position. Without this function, you
- could get the same effect by setting the angle like this:
- .. tabs::
- .. code-tab:: gdscript GDScript
- rotation = get_global_mouse_position().angle_to_point(position)
- .. code-tab:: csharp
- var rotation = GetGlobalMousePosition().AngleToPoint(Position);
- Click-and-move
- --------------
- This last example uses only the mouse to control the character. Clicking
- on the screen will cause the player to move to the target location.
- .. image:: img/movement_click.gif
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends CharacterBody2D
- @export var speed = 400
- var target = position
- func _input(event):
- # Use is_action_pressed to only accept single taps as input instead of mouse drags.
- if event.is_action_pressed(&"click"):
- target = get_global_mouse_position()
- func _physics_process(delta):
- velocity = position.direction_to(target) * speed
- # look_at(target)
- if position.distance_to(target) > 10:
- move_and_slide()
- .. code-tab:: csharp
- using Godot;
- public partial class Movement : CharacterBody2D
- {
- [Export]
- public int Speed { get; set; } = 400;
- private Vector2 _target;
- public override void _Input(InputEvent @event)
- {
- // Use IsActionPressed to only accept single taps as input instead of mouse drags.
- if (@event.IsActionPressed("click"))
- {
- _target = GetGlobalMousePosition();
- }
- }
- public override void _PhysicsProcess(double delta)
- {
- Velocity = Position.DirectionTo(_target) * Speed;
- // LookAt(_target);
- if (Position.DistanceTo(_target) > 10)
- {
- MoveAndSlide();
- }
- }
- }
- Note the ``distance_to()`` check we make prior to movement. Without this test,
- the body would "jitter" upon reaching the target position, as it moves
- slightly past the position and tries to move back, only to move too far and
- repeat.
- Uncommenting the ``look_at()`` line will also turn the body to point in its
- direction of motion if you prefer.
- .. tip:: This technique can also be used as the basis of a "following" character.
- The ``target`` position can be that of any object you want to move to.
- Summary
- -------
- You may find these code samples useful as starting points for your own projects.
- Feel free to use them and experiment with them to see what you can make.
- You can download this sample project here:
- `2d_movement_starter.zip <https://github.com/godotengine/godot-docs-project-starters/releases/download/latest-4.x/2d_movement_starter.zip>`_
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