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Update CharacterBody2D tutorial, code and descriptions (#6614)

* Update CharacterBody2D tutorial, code and descriptions
Chris Bradfield 2 years ago
parent
commit
4034965c7a
1 changed files with 154 additions and 205 deletions
  1. 154 205
      tutorials/physics/using_character_body_2d.rst

+ 154 - 205
tutorials/physics/using_character_body_2d.rst

@@ -1,7 +1,7 @@
 .. _doc_using_character_body_2d:
 
-Using CharacterBody2D
-=====================
+Using CharacterBody2D/3D
+========================
 
 Introduction
 ------------
@@ -13,8 +13,8 @@ works and what their pros and cons are. In this tutorial, we'll look at the
 :ref:`CharacterBody2D <class_CharacterBody2D>` node and show some examples
 of how to use it.
 
-.. note:: This document assumes you're familiar with Godot's various physics
-          bodies. Please read :ref:`doc_physics_introduction` first.
+.. note:: While this document uses ``CharacterBody2D`` in its examples, the same
+          concepts apply in 3D as well.
 
 What is a character body?
 -------------------------
@@ -25,6 +25,10 @@ engine physics properties, like gravity or friction. While this means that you
 have to write some code to create their behavior, it also means you have more
 precise control over how they move and react.
 
+.. note:: This document assumes you're familiar with Godot's various physics
+          bodies. Please read :ref:`doc_physics_introduction` first, for an overview
+          of the physics options.
+
 .. tip:: A `CharacterBody2D` can be affected by gravity and other forces,
         but you must calculate the movement in code. The physics engine will
         not move a `CharacterBody2D`.
@@ -34,20 +38,18 @@ Movement and collision
 
 When moving a ``CharacterBody2D``, you should not set its ``position`` property
 directly. Instead, you use the ``move_and_collide()`` or ``move_and_slide()`` methods.
-These methods move the body along a given vector and instantly stop if
-a collision is detected with another body. After a CharacterBody2D has collided,
-any *collision response* must be coded manually.
+These methods move the body along a given vector and detect collisions.
 
-.. warning:: You should only do Kinematic body movement in the ``_physics_process()`` callback.
+.. warning:: You should handle physics body movement in the ``_physics_process()`` callback.
 
 The two movement methods serve different purposes, and later in this tutorial, you'll
 see examples of how they work.
 
-``move_and_collide``
-~~~~~~~~~~~~~~~~~~~~
+move_and_collide
+~~~~~~~~~~~~~~~~
 
-This method takes one parameter: a :ref:`Vector2 <class_Vector2>` indicating the body's
-relative movement. Typically, this is your velocity vector multiplied by the
+This method takes one required parameter: a :ref:`Vector2 <class_Vector2>` indicating
+the body's relative movement. Typically, this is your velocity vector multiplied by the
 frame timestep (``delta``). If the engine detects a collision anywhere along
 this vector, the body will immediately stop moving. If this happens, the
 method will return a :ref:`KinematicCollision2D <class_KinematicCollision2D>` object.
@@ -56,8 +58,13 @@ method will return a :ref:`KinematicCollision2D <class_KinematicCollision2D>` ob
 and the colliding object. Using this data, you can calculate your collision
 response.
 
-``move_and_slide``
-~~~~~~~~~~~~~~~~~~
+``move_and_collide`` is most useful when you just want to move the body and
+detect collision, but don't need any automatic collision response. For example,
+if you need a bullet that ricochets off a wall, you can directly change the angle
+of the velocity when you detect a collision. See below for an example.
+
+move_and_slide
+~~~~~~~~~~~~~~
 
 The ``move_and_slide()`` method is intended to simplify the collision
 response in the common case where you want one body to slide along the other.
@@ -67,44 +74,47 @@ It is especially useful in platformers or top-down games, for example.
          using ``delta``. Do *not* multiply your velocity vector by ``delta``
          before passing it to ``move_and_slide()``.
 
-In addition to the velocity vector, ``move_and_slide()`` takes a number of
-other parameters allowing you to customize the slide behavior:
+When calling ``move_and_slide()``, the function uses a number of node properties
+to calculate its slide behavior. These properties can be found in the Inspector,
+or set in code.
 
-- ``up_direction`` - *default value:* ``Vector2( 0, 0 )``
+- ``velocity`` - *default value:* ``Vector2( 0, 0 )``
 
-    This parameter allows you to define what surfaces the engine should consider
-    being the floor. Setting this lets you use the ``is_on_floor()``, ``is_on_wall()``,
-    and ``is_on_ceiling()`` methods to detect what type of surface the body is
-    in contact with. The default value means that all surfaces are considered walls.
+    This property represents the body's velocity vector in pixels per second.
+    ``move_and_slide()`` will modify this value automatically when colliding.
 
-- ``stop_on_slope`` - *default value:* ``false``
+- ``motion_mode`` - *default value:* ``MOTION_MODE_GROUNDED``
 
-    This parameter prevents a body from sliding down slopes when standing still.
+    This property is typically used to distinguish between side-scrolling and
+    top-down movement. When using the default value, you can use the ``is_on_floor()``,
+    ``is_on_wall()``, and ``is_on_ceiling()`` methods to detect what type of
+    surface the body is in contact with, and the body will interact with slopes.
+    When using ``MOTION_MODE_FLOATING``, all collisions will be considered "walls".
 
-- ``max_slides`` - *default value:* ``4``
+- ``up_direction`` - *default value:* ``Vector2( 0, -1 )``
 
-    This parameter is the maximum number of collisions before the body stops moving. Setting
-    it too low may prevent movement entirely.
+    This property allows you to define what surfaces the engine should consider
+    being the floor. Its value lets you use the ``is_on_floor()``, ``is_on_wall()``,
+    and ``is_on_ceiling()`` methods to detect what type of surface the body is
+    in contact with. The default value means that the top side of horizontal surfaces
+    will be considered "ground".
 
-- ``floor_max_angle`` - *default value:* ``0.785398`` (in radians, equivalent to ``45`` degrees)
+- ``floor_stop_on_slope`` - *default value:* ``true``
 
-    This parameter is the maximum angle before a surface is no longer considered a "floor."
+    This parameter prevents a body from sliding down slopes when standing still.
 
-- ``infinite_inertia`` - *default value:* ``true``
+- ``wall_min_slide_angle`` - *default value:* ``0.261799`` (in radians, equivalent to ``15`` degrees)
 
-    When this parameter is ``true``, the body can push :ref:`RigidBody2D <class_RigidBody2D>`
-    nodes, ignoring their mass, but won't detect collisions with them. If it's ``false``
-    the body will collide with rigid bodies and stop.
+    This is the minimum angle where the body is allowed to slide when it hits a
+    slope.
 
-``move_and_slide_with_snap``
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+- ``floor_max_angle`` - *default value:* ``0.785398`` (in radians, equivalent to ``45`` degrees)
 
-This method adds some additional functionality to ``move_and_slide()`` by adding
-the ``snap`` parameter. As long as this vector is in contact with the ground, the
-body will remain attached to the surface. Note that this means you must disable
-snapping when jumping, for example. You can do this either by setting ``snap``
-to ``Vector2.ZERO`` or by using ``move_and_slide()`` instead.
+    This parameter is the maximum angle before a surface is no longer considered a "floor."
 
+There are many other properties that can be used to modify the body's behavior under
+specific circumstances. See the :ref:`CharacterBody2D <class_CharacterBody2D>` docs
+for full details.
 
 Detecting collisions
 --------------------
@@ -113,7 +123,7 @@ When using ``move_and_collide()`` the function returns a ``KinematicCollision2D`
 directly, and you can use this in your code.
 
 When using ``move_and_slide()`` it's possible to have multiple collisions occur,
-as the slide response is calculated. To process these collisions, use ``get_slide_count()``
+as the slide response is calculated. To process these collisions, use ``get_slide_collision_count()``
 and ``get_slide_collision()``:
 
 .. tabs::
@@ -122,32 +132,32 @@ and ``get_slide_collision()``:
     # Using move_and_collide.
     var collision = move_and_collide(velocity * delta)
     if collision:
-        print("I collided with ", collision.collider.name)
+        print("I collided with ", collision.get_collider().name)
 
     # Using move_and_slide.
-    velocity = move_and_slide(velocity)
+    move_and_slide()
     for i in get_slide_count():
         var collision = get_slide_collision(i)
-        print("I collided with ", collision.collider.name)
+        print("I collided with ", collision.get_collider().name)
 
  .. code-tab:: csharp
 
     // Using MoveAndCollide.
-    var collision = MoveAndCollide(velocity * delta);
+    var collision = MoveAndCollide(Velocity * (float)delta);
     if (collision != null)
     {
-        GD.Print("I collided with ", ((Node)collision.Collider).Name);
+        GD.Print("I collided with ", ((Node)collision.GetCollider()).Name);
     }
 
     // Using MoveAndSlide.
-    velocity = MoveAndSlide(velocity);
+    MoveAndSlide();
     for (int i = 0; i < GetSlideCount(); i++)
     {
         var collision = GetSlideCollision(i);
-        GD.Print("I collided with ", ((Node)collision.Collider).Name);
+        GD.Print("I collided with ", ((Node)collision.GetCollider()).Name);
     }
 
-.. note:: `get_slide_count()` only counts times the body has collided and changed direction.
+.. note:: `get_slide_collision_count()` only counts times the body has collided and changed direction.
 
 See :ref:`KinematicCollision2D <class_KinematicCollision2D>` for details on what
 collision data is returned.
@@ -170,29 +180,29 @@ the same collision response:
     # using move_and_collide
     var collision = move_and_collide(velocity * delta)
     if collision:
-        velocity = velocity.slide(collision.normal)
+        velocity = velocity.slide(collision.get_normal())
 
     # using move_and_slide
-    velocity = move_and_slide(velocity)
+    move_and_slide()
 
  .. code-tab:: csharp
 
     // using MoveAndCollide
-    var collision = MoveAndCollide(velocity * delta);
+    var collision = MoveAndCollide(Velocity * (float)delta);
     if (collision != null)
     {
-        velocity = velocity.Slide(collision.Normal);
+        velocity = velocity.Slide(collision.GetNormal());
     }
     // using MoveAndSlide
-    velocity = MoveAndSlide(velocity);
+    MoveAndSlide();
 
 Anything you do with ``move_and_slide()`` can also be done with ``move_and_collide()``,
 but it might take a little more code. However, as we'll see in the examples below,
 there are cases where ``move_and_slide()`` doesn't provide the response you want.
 
-In the example above, we assign the velocity that ``move_and_slide()`` returns
-back into the ``velocity`` variable. This is because when the character collides
-with the environment, the function recalculates the speed internally to reflect
+In the example above, ``move_and_slide()`` automatically alters the ``velocity``
+variable. This is because when the character collides with the environment,
+the function recalculates the speed internally to reflect
 the slowdown.
 
 For example, if your character fell on the floor, you don't want it to
@@ -201,9 +211,8 @@ vertical speed to reset to zero.
 
 ``move_and_slide()`` may also recalculate the kinematic body's velocity several
 times in a loop as, to produce a smooth motion, it moves the character and
-collides up to five times by default. At the end of the process, the function
-returns the character's new velocity that we can store in our ``velocity``
-variable, and use on the next frame.
+collides up to five times by default. At the end of the process, the character's
+new velocity is available for use on the next frame.
 
 Examples
 --------
@@ -231,21 +240,11 @@ Attach a script to the CharacterBody2D and add the following code:
 
     extends CharacterBody2D
 
-    var speed = 250
-    var velocity = Vector2()
+    var speed = 300
 
     func get_input():
-        # Detect up/down/left/right keystate and only move when pressed.
-        velocity = Vector2()
-        if Input.is_action_pressed('ui_right'):
-            velocity.x += 1
-        if Input.is_action_pressed('ui_left'):
-            velocity.x -= 1
-        if Input.is_action_pressed('ui_down'):
-            velocity.y += 1
-        if Input.is_action_pressed('ui_up'):
-            velocity.y -= 1
-        velocity = velocity.normalized() * speed
+        var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
+        velocity = input_dir * speed
 
     func _physics_process(delta):
         get_input()
@@ -255,34 +254,20 @@ Attach a script to the CharacterBody2D and add the following code:
 
     using Godot;
 
-    public partial class KBExample : CharacterBody2D
+    public partial class CBExample : CharacterBody2D
     {
-        public int Speed = 250;
-        private Vector2 _velocity = new Vector2();
+        public int Speed = 300;
 
         public void GetInput()
         {
-            // Detect up/down/left/right keystate and only move when pressed
-            _velocity = new Vector2();
-
-            if (Input.IsActionPressed("ui_right"))
-                _velocity.x += 1;
-
-            if (Input.IsActionPressed("ui_left"))
-                _velocity.x -= 1;
-
-            if (Input.IsActionPressed("ui_down"))
-                _velocity.y += 1;
-
-            if (Input.IsActionPressed("ui_up"))
-                _velocity.y -= 1;
-            _velocity = _velocity.Normalized() * Speed;
+            Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
+            Velocity = inputDir * Speed;
         }
 
-        public override void _PhysicsProcess(float delta)
+        public override void _PhysicsProcess(double delta)
         {
             GetInput();
-            MoveAndCollide(_velocity * delta);
+            MoveAndCollide(Velocity * (float)delta);
         }
     }
 
@@ -301,8 +286,7 @@ This happens because there is no *collision response*. ``move_and_collide()`` st
 the body's movement when a collision occurs. We need to code whatever response we
 want from the collision.
 
-Try changing the function to ``move_and_slide(velocity)`` and running again.
-Note that we removed ``delta`` from the velocity calculation.
+Try changing the function to ``move_and_slide()`` and running again.
 
 ``move_and_slide()`` provides a default collision response of sliding the body along the
 collision object. This is useful for a great many game types, and may be all you need
@@ -328,23 +312,19 @@ uses the mouse pointer. Here is the code for the Player, using ``move_and_slide(
 
     var Bullet = preload("res://Bullet.tscn")
     var speed = 200
-    var velocity = Vector2()
 
     func get_input():
         # Add these actions in Project Settings -> Input Map.
-        velocity = Vector2()
-        if Input.is_action_pressed('backward'):
-            velocity = Vector2(-speed/3, 0).rotated(rotation)
-        if Input.is_action_pressed('forward'):
-            velocity = Vector2(speed, 0).rotated(rotation)
-        if Input.is_action_just_pressed('mouse_click'):
+        var input_dir = Input.get_axis("backward", "forward")
+        velocity = transform.x * input_dir * speed
+        if Input.is_action_just_pressed("shoot"):
             shoot()
 
     func shoot():
         # "Muzzle" is a Marker2D placed at the barrel of the gun.
         var b = Bullet.instantiate()
         b.start($Muzzle.global_position, rotation)
-        get_parent().add_child(b)
+        get_tree().root.add_child(b)
 
     func _physics_process(delta):
         get_input()
@@ -352,31 +332,23 @@ uses the mouse pointer. Here is the code for the Player, using ``move_and_slide(
         # Don't move if too close to the mouse pointer.
         if dir.length() > 5:
             rotation = dir.angle()
-            velocity = move_and_slide(velocity)
+            move_and_slide()
 
  .. code-tab:: csharp
 
     using Godot;
 
-    public partial class KBExample : CharacterBody2D
+    public partial class CBExample : CharacterBody2D
     {
         private PackedScene _bullet = (PackedScene)GD.Load("res://Bullet.tscn");
         public int Speed = 200;
-        private Vector2 _velocity = new Vector2();
 
         public void GetInput()
         {
-            // add these actions in Project Settings -> Input Map
-            _velocity = new Vector2();
-            if (Input.IsActionPressed("backward"))
-            {
-                _velocity = new Vector2(-Speed/3, 0).Rotated(Rotation);
-            }
-            if (Input.IsActionPressed("forward"))
-            {
-                _velocity = new Vector2(Speed, 0).Rotated(Rotation);
-            }
-            if (Input.IsActionPressed("mouse_click"))
+            // Add these actions in Project Settings -> Input Map.
+            float inputDir = Input.GetAxis("backward", "forward");
+            Velocity = Transform.x * inputDir * Speed;
+            if (Input.IsActionPressed("shoot"))
             {
                 Shoot();
             }
@@ -384,21 +356,21 @@ uses the mouse pointer. Here is the code for the Player, using ``move_and_slide(
 
         public void Shoot()
         {
-            // "Muzzle" is a Marker2D placed at the barrel of the gun
+            // "Muzzle" is a Marker2D placed at the barrel of the gun.
             var b = (Bullet)_bullet.Instantiate();
             b.Start(GetNode<Node2D>("Muzzle").GlobalPosition, Rotation);
-            GetParent().AddChild(b);
+            GetTree().Root.AddChild(b);
         }
 
-        public override void _PhysicsProcess(float delta)
+        public override void _PhysicsProcess(double delta)
         {
             GetInput();
             var dir = GetGlobalMousePosition() - GlobalPosition;
-            // Don't move if too close to the mouse pointer
+            // Don't move if too close to the mouse pointer.
             if (dir.Length() > 5)
             {
                 Rotation = dir.Angle();
-                _velocity = MoveAndSlide(_velocity);
+                MoveAndSlide();
             }
         }
     }
@@ -412,21 +384,21 @@ And the code for the Bullet:
     extends CharacterBody2D
 
     var speed = 750
-    var velocity = Vector2()
 
-    func start(pos, dir):
-        rotation = dir
-        position = pos
+    func start(_position, _direction):
+        rotation = _direction
+        position = _position
         velocity = Vector2(speed, 0).rotated(rotation)
 
     func _physics_process(delta):
         var collision = move_and_collide(velocity * delta)
         if collision:
-            velocity = velocity.bounce(collision.normal)
-            if collision.collider.has_method("hit"):
-                collision.collider.hit()
+            velocity = velocity.bounce(collision.get_normal())
+            if collision.get_collider().has_method("hit"):
+                collision.get_collider().hit()
 
     func _on_VisibilityNotifier2D_screen_exited():
+        # Deletes the bullet when it exits the screen.
         queue_free()
 
  .. code-tab:: csharp
@@ -436,30 +408,30 @@ And the code for the Bullet:
     public partial class Bullet : CharacterBody2D
     {
         public int Speed = 750;
-        private Vector2 _velocity = new Vector2();
 
-        public void Start(Vector2 pos, float dir)
+        public void Start(Vector2 position, float direction)
         {
-            Rotation = dir;
-            Position = pos;
-            _velocity = new Vector2(speed, 0).Rotated(Rotation);
+            Rotation = direction;
+            Position = position;
+            Velocity = new Vector2(speed, 0).Rotated(Rotation);
         }
 
-        public override void _PhysicsProcess(float delta)
+        public override void _PhysicsProcess(double delta)
         {
-            var collision = MoveAndCollide(_velocity * delta);
+            var collision = MoveAndCollide(Velocity * (float)delta);
             if (collision != null)
             {
-                _velocity = _velocity.Bounce(collision.Normal);
-                if (collision.Collider.HasMethod("Hit"))
+                Velocity = Velocity.Bounce(collision.GetNormal());
+                if (collision.GetCollider().HasMethod("Hit"))
                 {
-                    collision.Collider.Call("Hit");
+                    collision.GetCollider().Call("Hit");
                 }
             }
         }
 
         public void OnVisibilityNotifier2DScreenExited()
         {
+            // Deletes the bullet when it exits the screen.
             QueueFree();
         }
     }
@@ -483,10 +455,10 @@ Platformer movement
 
 Let's try one more popular example: the 2D platformer. ``move_and_slide()``
 is ideal for quickly getting a functional character controller up and running.
-If you've downloaded the sample project, you can find this in "Platformer.tscn".
+If you've downloaded the sample project, you can find this in "platformer.tscn".
 
-For this example, we'll assume you have a level made of ``StaticBody2D`` objects.
-They can be any shape and size. In the sample project, we're using
+For this example, we'll assume you have a level made of one or more ``StaticBody2D``
+objects. They can be any shape and size. In the sample project, we're using
 :ref:`Polygon2D <class_Polygon2D>` to create the platform shapes.
 
 Here's the code for the player body:
@@ -497,91 +469,68 @@ Here's the code for the player body:
 
     extends CharacterBody2D
 
-    export (int) var run_speed = 100
-    export (int) var jump_speed = -400
-    export (int) var gravity = 1200
+    var speed = 300.0
+    var jump_speed = -400.0
 
-    var velocity = Vector2()
-    var jumping = false
+    # Get the gravity from the project settings so you can sync with rigid body nodes.
+    var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
 
-    func get_input():
-        velocity.x = 0
-        var right = Input.is_action_pressed('ui_right')
-        var left = Input.is_action_pressed('ui_left')
-        var jump = Input.is_action_just_pressed('ui_select')
-
-        if jump and is_on_floor():
-            jumping = true
-            velocity.y = jump_speed
-        if right:
-            velocity.x += run_speed
-        if left:
-            velocity.x -= run_speed
 
     func _physics_process(delta):
-        get_input()
+        # Add the gravity.
         velocity.y += gravity * delta
-        if jumping and is_on_floor():
-            jumping = false
-        velocity = move_and_slide(velocity, Vector2(0, -1))
+
+        # Handle Jump.
+        if Input.is_action_just_pressed("jump") and is_on_floor():
+            velocity.y = jump_speed
+
+        # Get the input direction.
+        var direction = Input.get_axis("ui_left", "ui_right")
+        velocity.x = direction * speed
+
+        move_and_slide()
 
  .. code-tab:: csharp
 
     using Godot;
 
-    public partial class KBExample : CharacterBody2D
+    public partial class CBExample : CharacterBody2D
     {
-        [Export] public int RunSpeed = 100;
-        [Export] public int JumpSpeed = -400;
-        [Export] public int Gravity = 1200;
+        public float Speed = 100.0f;
+        public float JumpSpeed = -400.0f;
 
-        Vector2 velocity = new Vector2();
-        bool jumping = false;
+        // Get the gravity from the project settings so you can sync with rigid body nodes.
+        public float Gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
 
-        public void GetInput()
+        public override void _PhysicsProcess(double delta)
         {
-            velocity.x = 0;
-            bool right = Input.IsActionPressed("ui_right");
-            bool left = Input.IsActionPressed("ui_left");
-            bool jump = Input.IsActionPressed("ui_select");
+            Vector2 velocity = Velocity;
 
-            if (jump && IsOnFloor())
-            {
-                jumping = true;
+            // Add the gravity.
+            velocity.y += Gravity * (float)delta;
+
+            // Handle jump.
+            if (Input.IsActionJustPressed("jump") && IsOnFloor())
                 velocity.y = JumpSpeed;
-            }
 
-            if (right)
-                velocity.x += RunSpeed;
-            if (left)
-                velocity.x -= RunSpeed;
-        }
+            // Get the input direction.
+            Vector2 direction = Input.GetAxis("ui_left", "ui_right");
+            velocity.x = direction * Speed;
 
-        public override void _PhysicsProcess(float delta)
-        {
-            GetInput();
-            velocity.y += Gravity * delta;
-            if (jumping && IsOnFloor())
-                jumping = false;
-            velocity = MoveAndSlide(velocity, new Vector2(0, -1));
+            Velocity = velocity;
+            MoveAndSlide();
         }
     }
 
 .. image:: img/k2d_platform.gif
 
-When using ``move_and_slide()``, the function returns a vector representing the
-movement that remained after the slide collision occurred. Setting that value back
-to the character's ``velocity`` allows us to move up and down slopes smoothly. Try
-removing ``velocity =`` and see what happens if you don't do this.
-
-Also note that we've added ``Vector2(0, -1)`` as the floor normal. This vector points
-straight upward. As a result, if the character collides with an object
-that has this normal, it will be considered a floor.
-
-Using the floor normal allows us to make jumping work, using ``is_on_floor()``.
-This function will only return ``true`` after a ``move_and_slide()`` collision
-where the colliding body's normal is within 45 degrees of the given floor
-vector. You can control the maximum angle by setting ``floor_max_angle``.
+In this code we're using ``move_and_slide()`` as described above - to move the body
+along its velocity vector, sliding along any collision surfaces such as the ground
+or a platform. We're also using ``is_on_floor()`` to check if a jump should be
+allowed. Without this, you'd be able to "jump" in midair; great if you're making
+Flappy Bird, but not for a platformer game.
 
-This angle also allows you to implement other features like wall jumps using
-``is_on_wall()``, for example.
+There is a lot more that goes into a complete platformer character: acceleration,
+double-jumps, coyote-time, and many more. The code above is just a starting point.
+You can use it as a base to expand into whatever movement behavior you need for
+your own projects.