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CharacterBody2D¶
Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object
A 2D physics body specialized for characters moved by script.
Description¶
CharacterBody2D is a specialized class for physics bodies that are meant to be user-controlled. They are not affected by physics at all, but they affect other physics bodies in their path. They are mainly used to provide high-level API to move objects with wall and slope detection (move_and_slide method) in addition to the general collision detection provided by PhysicsBody2D.move_and_collide. This makes it useful for highly configurable physics bodies that must move in specific ways and collide with the world, as is often the case with user-controlled characters.
For game objects that don't require complex movement or collision detection, such as moving platforms, AnimatableBody2D is simpler to configure.
Tutorials¶
Properties¶
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Methods¶
void |
apply_floor_snap ( ) |
get_floor_angle ( Vector2 up_direction=Vector2(0, -1) ) const |
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get_floor_normal ( ) const |
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get_last_motion ( ) const |
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get_platform_velocity ( ) const |
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get_position_delta ( ) const |
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get_real_velocity ( ) const |
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get_slide_collision ( int slide_idx ) |
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get_slide_collision_count ( ) const |
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get_wall_normal ( ) const |
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is_on_ceiling ( ) const |
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is_on_ceiling_only ( ) const |
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is_on_floor ( ) const |
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is_on_floor_only ( ) const |
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is_on_wall ( ) const |
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is_on_wall_only ( ) const |
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move_and_slide ( ) |
Enumerations¶
enum MotionMode:
MotionMode MOTION_MODE_GROUNDED = 0
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.
MotionMode MOTION_MODE_FLOATING = 1
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.
enum PlatformOnLeave:
PlatformOnLeave PLATFORM_ON_LEAVE_ADD_VELOCITY = 0
Add the last platform velocity to the velocity when you leave a moving platform.
PlatformOnLeave PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY = 1
Add the last platform velocity to the 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.
PlatformOnLeave PLATFORM_ON_LEAVE_DO_NOTHING = 2
Do nothing when leaving a platform.
Property Descriptions¶
bool floor_block_on_wall = true
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.
bool floor_constant_speed = false
If false
(by default), the body will move faster on downward slopes and slower on upward slopes.
If true
, the body will always move at the same speed on the ground no matter the slope. Note that you need to use floor_snap_length to stick along a downward slope at constant speed.
float floor_max_angle = 0.785398
Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling move_and_slide. The default value equals 45 degrees.
float floor_snap_length = 1.0
Sets a snapping distance. When set to a value different from 0.0
, the body is kept attached to slopes when calling move_and_slide. The snapping vector is determined by the given distance along the opposite direction of the up_direction.
As long as the snapping vector is in contact with the ground and the body moves against up_direction, the body will remain attached to the surface. Snapping is not applied if the body moves along 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 apply_floor_snap.
bool floor_stop_on_slope = true
If true
, the body will not slide on slopes when calling move_and_slide when the body is standing still.
If false
, the body will slide on floor's slopes when velocity applies a downward force.
int max_slides = 4
Maximum number of times the body can change