rigidbody2d character platform godot script code example
Example 1: godot platformer movement
extends KinematicBody2D # The player is a kinematic body, hence extends Kine..
# Adjustable variables of the player
# export is used to allow to edit the values outside the script
export var speed = 500 # The speed of the character
export var gravity = 32 # The gravity of the character
export var jumpforce = 800 # The jump force of the character
var motion = Vector2.ZERO
func _physics_process(delta):
# Player movement functions:
if Input.is_action_pressed("ui_right"): # If the player enters the right arrow
motion.x = speed # then the x coordinates of the vector be positive
elif Input.is_action_pressed("ui_left"): # If the player enters the left arrow
motion.x = -speed # then the x coordinates of the vector be negative
else: # If none of these are pressed
motion.x = lerp(motion.x, 0, 0.25) # set the x to 0 by smoothly transitioning by 0.25
if is_on_floor(): # If the ground checker is colliding with the ground
if Input.is_action_pressed("ui_up"): # And the player hits the up arrow key
JumpSound.play() # Play the jump sound
motion.y = -jumpforce # then jump by jumpforce
motion.y += gravity + delta # Always make the player fall down
motion = move_and_slide(motion, Vector2.UP)
# Move and slide is a function which allows the kinematic body to detect
# collisions and move accordingly
Example 2: simple platformer movement in godot
# simple platoformer movement for godot with friction and acceleration
# "move_right", "move_left" and "move_up" are defined in project setting/input map
# the node that we'll use is kinematic body 2d
extends KinematicBody2D
# the movement variables (mess around with them to make the movement the way you like)
export (int) var speed = 300
export (int) var jump_speed = -600
export (int) var gravity = 1000
export (float, 0, 1.0) var friction = 0.25
export (float, 0, 1.0) var acceleration = 0.25
var velocity = Vector2.ZERO
# geting player input with our own function
func get_input():
var dir = 0
if Input.is_action_pressed("move_right"):
dir += 1
if Input.is_action_pressed("move_left"):
dir -= 1
if dir != 0:
velocity.x = lerp(velocity.x, dir * speed, acceleration)
else:
velocity.x = lerp(velocity.x, 0, friction)
# and finaly calculating the movement
func _physics_process(delta):
get_input()
velocity.y += gravity * delta
velocity = move_and_slide(velocity, Vector2.UP)
if Input.is_action_pressed("move_up"):
if is_on_floor():
velocity.y = jump_speed
if Input.is_action_just_released("move_up"): # this will check to see if are jump key is released and stop the player jumping
if sign(velocity.y) != 1:
velocity.y = 0