CharacterBody2D

Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object

Specialized 2D physics body node for characters moved by script.

Description

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 AnimatableBody2D. However, they have two main uses:

Kinematic characters: Character bodies have an API for moving objects with walls and slopes detection (move_and_slide method), in addition to collision detection (also done with PhysicsBody2D.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.

Kinematic motion: Character bodies can also be used for kinematic motion (same functionality as AnimatableBody2D), which allows them to be moved by code and push other bodies on their path.

Enumerations

enum 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.

  • MOTION_MODE_FREE = 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 MovingPlatformApplyVelocityOnLeave:

  • PLATFORM_VEL_ON_LEAVE_ALWAYS = 0 --- Add the last platform velocity to the motion_velocity when you leave a moving platform.

  • PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY = 1 --- Add the last platform velocity to the motion_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.

  • PLATFORM_VEL_ON_LEAVE_NEVER = 2 --- Do nothing when leaving a platform.

Property Descriptions

  • float collision/safe_margin

Default

0.08

Setter

set_safe_margin(value)

Getter

get_safe_margin()

Extra margin used for collision recovery when calling move_and_slide.

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.

A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.

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.


  • bool floor_block_on_wall

Default

true

Setter

set_floor_block_on_wall_enabled(value)

Getter

is_floor_block_on_wall_enabled()

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

Default

false

Setter

set_floor_constant_speed_enabled(value)

Getter

is_floor_constant_speed_enabled()

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.


Default

0.785398

Setter

set_floor_max_angle(value)

Getter

get_floor_max_angle()

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

Default

1.0

Setter

set_floor_snap_length(value)

Getter

get_floor_snap_length()

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, so it will be able to detach from the ground when jumping.


  • bool floor_stop_on_slope

Default

true

Setter

set_floor_stop_on_slope_enabled(value)

Getter

is_floor_stop_on_slope_enabled()

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 motion_velocity applies a downward force.


  • float free_mode_min_slide_angle

Default

0.261799

Setter

set_free_mode_min_slide_angle(value)

Getter

get_free_mode_min_slide_angle()

Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees.


  • int max_slides

Default

4

Setter

set_max_slides(value)

Getter

get_max_slides()

Maximum number of times the body can change direction before it stops when calling move_and_slide.


Default

0

Setter

set_motion_mode(value)

Getter

get_motion_mode()

Sets the motion mode which defines the behaviour of move_and_slide. See MotionMode constants for available modes.


Default

Vector2(0, 0)

Setter

set_motion_velocity(value)

Getter

get_motion_velocity()

Current velocity vector in pixels per second, used and modified during calls to move_and_slide.


Default

0

Setter

set_moving_platform_apply_velocity_on_leave(value)

Getter

get_moving_platform_apply_velocity_on_leave()

Sets the behaviour to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See MovingPlatformApplyVelocityOnLeave constants for available behaviour.


  • int moving_platform_floor_layers

Default

4294967295

Setter

set_moving_platform_floor_layers(value)

Getter

get_moving_platform_floor_layers()

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.


  • int moving_platform_wall_layers

Default

0

Setter

set_moving_platform_wall_layers(value)

Getter

get_moving_platform_wall_layers()

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.


  • bool slide_on_ceiling

Default

true

Setter

set_slide_on_ceiling_enabled(value)

Getter

is_slide_on_ceiling_enabled()

If true, during a jump against the ceiling, the body will slide, if false it will be stopped and will fall vertically.


Default

Vector2(0, -1)

Setter

set_up_direction(value)

Getter

get_up_direction()

Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling move_and_slide. Defaults to Vector2.UP. If set to Vector2(0, 0), everything is considered a wall. This is useful for topdown games.

Method Descriptions

  • float get_floor_angle ( Vector2 up_direction=Vector2(0, -1) ) const

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 move_and_slide and when is_on_floor returns true.


  • Vector2 get_floor_normal ( ) const

Returns the surface normal of the floor at the last collision point. Only valid after calling move_and_slide and when is_on_floor returns true.


  • Vector2 get_last_motion ( ) const

Returns the last motion applied to the CharacterBody2D during the last call to 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.


Returns a KinematicCollision2D, which contains information about the latest collision that occurred during the last call to move_and_slide.


  • Vector2 get_platform_velocity ( ) const

Returns the linear velocity of the platform at the last collision point. Only valid after calling move_and_slide.


  • Vector2 get_position_delta ( ) const

Returns the travel (position delta) that occurred during the last call to move_and_slide.


  • Vector2 get_real_velocity ( ) const

Returns the current real velocity since the last call to 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 motion_velocity which returns the requested velocity.


Returns a KinematicCollision2D, which contains information about a collision that occurred during the last call to move_and_slide. Since the body can collide several times in a single call to move_and_slide, you must specify the index of the collision in the range 0 to (get_slide_collision_count - 1).

Example usage:

for i in get_slide_collision_count():
var collision = get_slide_collision(i)
print("Collided with: ", collision.collider.name)

  • int get_slide_collision_count ( ) const

Returns the number of times the body collided and changed direction during the last call to move_and_slide.


  • Vector2 get_wall_normal ( ) const

Returns the surface normal of the wall at the last collision point. Only valid after calling move_and_slide and when is_on_wall returns true.


  • bool is_on_ceiling ( ) const

Returns true if the body collided with the ceiling on the last call of move_and_slide. Otherwise, returns false.


  • bool is_on_ceiling_only ( ) const

Returns true if the body collided only with the ceiling on the last call of move_and_slide. Otherwise, returns false.


  • bool is_on_floor ( ) const

Returns true if the body collided with the floor on the last call of move_and_slide. Otherwise, returns false.


  • bool is_on_floor_only ( ) const

Returns true if the body collided only with the floor on the last call of move_and_slide. Otherwise, returns false.


  • bool is_on_wall ( ) const

Returns true if the body collided with a wall on the last call of move_and_slide. Otherwise, returns false.


  • bool is_on_wall_only ( ) const

Returns true if the body collided only with a wall on the last call of move_and_slide. Otherwise, returns false.


  • bool move_and_slide ( )

Moves the body based on motion_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 RigidDynamicBody2D, 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.

This method should be used in Node._physics_process (or in a method called by Node._physics_process), as it uses the physics step's delta value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.

Modifies motion_velocity if a slide collision occurred. To get the latest collision call get_last_slide_collision, for detailed information about collisions that occurred, use get_slide_collision.

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.

The general behaviour and available properties change according to the motion_mode.

Returns true if the body collided, otherwise, returns false.