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2D movement overview

Introduzione

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 CharacterBody2D for these examples, but the principles will apply to other node types (Area2D, RigidBody2D) as well.

Configura

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 InputEvent for details):

../../_images/movement_inputs.webp

Movimento a 8 direzioni

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.

../../_images/movement_8way.gif

Add a script to the character body and add the following code:

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()

In the get_input() function, we use 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.

Suggerimento

Se non hai esperienza di matematica vettoriale, o necessiti di un ripasso, puoi dare un'occhiata alla spiegazione sull'utilizzo dei vettori in Godot in Vector math.

Nota

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 Configura part of this tutorial.

Rotazione + Movimento

Questo tipo di movimento viene chiamato a volte "Stile-Asteroids" perché è riconducibile al classico gioco arcade. Premendo sinistra/destra si ruota il personaggio mentre su/giù si muove in avanti o indietro nella direzione in cui sta puntando.

../../_images/movement_rotate1.gif
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()

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.

Rotazione + Movimento (mouse)

Questo metodo di spostamento è molto simile al precedente. Questa volta, la direzione è determinata dalla posizione del mouse anzichè dalla tastiera. Il personaggio guarderà ("look_at") sempre al puntatore del mouse. Comunque gli input avanti/indietro non varieranno.

../../_images/movement_rotate2.gif
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()

Here we're using the 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:

rotation = get_global_mouse_position().angle_to_point(position)

Clicca e muovi

Questo ultimo esempio utilizza solo il mouse per controllare il personaggio. Cliccando sullo schermo provocherà lo spostamento del giocatore verso la posizione designata.

../../_images/movement_click.gif
extends CharacterBody2D

@export var speed = 400

var target = position

func _input(event):
    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()

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.

Suggerimento

Questa tecnica può anche essere utilizzata come base per un personaggio "che segue". La posizione target può essere quella di qualsiasi oggetto si desideri raggiungere.

Sommario

Troverai questi esempi di codice utili come punto di partenza per i tuoi progetti personali. Sentiti libero di utilizzarli e sperimentare con questi per scoprire cosa puoi fare.

You can download this sample project here: 2d_movement_starter.zip