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+.. _doc_2d_movement:
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+2D Movement Overview
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+====================
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+
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+Introduction
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+------------
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+
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+Every beginner has been there: "How do I move my character?" Depending on the
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+style of game you're making, you may have special requirements, but in general
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+the movement in most 2D games is based on a small number of designs.
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+
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+We'll use :ref:`KinematicBody2D <class_KinematicBody2D>` for these examples,
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+but the principles will apply to other node types (Area2D, RigidBody2D) as well.
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+
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+Setup
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+-----
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+
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+Each example below uses the same scene setup. Start with a ``KinematicBody2D`` with two
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+children: ``Sprite`` and ``CollisionShape2D``. You can use the Godot icon ("icon.png")
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+for the Sprite's texture or use any other 2D image you have.
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+
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+Open ``Project -> Project Settings`` and select the "Input Map" tab. Add the following
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+input actions (see :ref:`InputEvent <doc_inputevent>` for details):
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+
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+.. image:: img/movement_inputs.png
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+
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+8-Way Movement
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+--------------
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+
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+In this scenario, you want the user to press the four directional keys (up/left/down/right
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+or W/A/S/D) and move in the selected direction. The name "8-way movement" comes from the
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+fact that the player can move diagonally by pressing two keys at the same time.
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+
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+.. image:: img/movement_8way.gif
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+
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+Add a script to the kinematic body and add the following code:
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+
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+::
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+
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+ extends KinematicBody2D
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+
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+ export (int) var speed = 200
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+
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+ var velocity = Vector2()
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+
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+ func get_input():
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+ velocity = Vector2()
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+ if Input.is_action_pressed('right'):
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+ velocity.x += 1
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+ if Input.is_action_pressed('left'):
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+ velocity.x -= 1
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+ if Input.is_action_pressed('down'):
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+ velocity.y += 1
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+ if Input.is_action_pressed('up'):
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+ velocity.y -= 1
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+ velocity = velocity.normalized() * speed
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+
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+ func _physics_process(delta):
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+ get_input()
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+ move_and_slide(velocity)
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+
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+In the ``get_input()`` function we check for the four key events and sum them
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+up to get the velocity vector. This has the benefit of making two opposite keys
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+cancel each other out, but will also result in diagonal movement being faster
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+due to the two directions being added together.
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+
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+We can prevent that if we *normalize* the velocity, which means we set
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+its *length* to ``1``, and multiply by the desired speed.
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+
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+.. tip:: If you've never used vector math before, or just need a refresher,
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+ you can see an explanation of vector usage in Godot at :ref:`doc_vector_math`.
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+
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+
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+
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+
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+
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+Rotation + Movement
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+-------------------
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+
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+This type of movement is sometimes called "Asteroids-style" because it resembles
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+how that classic arcade game worked. Pressing left/right rotates the character,
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+while up/down moves it forward or backward in whatever direction it's facing.
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+
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+.. image:: img/movement_rotate1.gif
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+
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+::
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+
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+ extends KinematicBody2D
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+
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+ export (int) var speed = 200
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+ export (float) var rotation_speed = 1.5
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+
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+ var velocity = Vector2()
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+ var rotation_dir = 0
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+
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+ func get_input():
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+ rotation_dir = 0
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+ velocity = Vector2()
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+ if Input.is_action_pressed('right'):
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+ rotation_dir += 1
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+ if Input.is_action_pressed('left'):
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+ rotation_dir -= 1
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+ if Input.is_action_pressed('down'):
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+ velocity = Vector2(-speed, 0).rotated(rotation)
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+ if Input.is_action_pressed('up'):
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+ velocity = Vector2(speed, 0).rotated(rotation)
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+
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+ func _physics_process(delta):
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+ get_input()
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+ rotation += rotation_dir * rotation_speed * delta
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+ move_and_slide(velocity)
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+
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+Here we've added two new variables to track our rotation direction and speed.
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+Again, pressing both keys at once will cancel out and result in no rotation.
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+The rotation is applied directly to the body's ``rotation`` property.
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+
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+To set the velocity, we use the ``Vector2.rotated()`` method so that it points
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+in the same direction as the body. ``rotated()`` is a very useful vector function
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+that you can use in many circumstances where you would otherwise need to apply
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+trigonometric functions.
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+
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+Rotation + Movement (mouse)
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+---------------------------
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+
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+This style of movement is a variation of the previous one. This time, the direction
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+is set by the mouse position instead of the keyboard. The character will always
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+"look at" the mouse pointer. The forward/back inputs remain the same, however.
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+
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+.. image:: img/movement_rotate2.gif
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+
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+::
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+
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+ extends KinematicBody2D
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+
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+ export (int) var speed = 200
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+
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+ var velocity = Vector2()
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+
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+ func get_input():
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+ look_at(get_global_mouse_position())
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+ velocity = Vector2()
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+ if Input.is_action_pressed('down'):
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+ velocity = Vector2(-speed, 0).rotated(rotation)
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+ if Input.is_action_pressed('up'):
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+ velocity = Vector2(speed, 0).rotated(rotation)
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+
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+ func _physics_process(delta):
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+ get_input()
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+ move_and_slide(velocity)
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+
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+Here we're using the :ref:`Node2D <class_Node2D>` ``look_at()`` method to
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+point the player towards a given position. Without this function, you
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+could get the same effect by setting the angle like this:
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+
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+::
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+
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+ rotation = get_global_mouse_position().angle_to_point(position)
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+
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+
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+Click-and-Move
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+--------------
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+
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+This last example uses only the mouse to control the character. Clicking
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+on the screen will cause the player to move to the target location.
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+
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+.. image:: img/movement_click.gif
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+
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+::
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+
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+ extends KinematicBody2D
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+
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+ export (int) var speed = 200
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+
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+ var target = Vector2()
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+ var velocity = Vector2()
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+
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+ func _input(event):
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+ if event.is_action_pressed('click'):
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+ target = get_global_mouse_position()
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+
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+ func _physics_process(delta):
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+ velocity = (target - position).normalized() * speed
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+ # rotation = velocity.angle()
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+ if (target - position).length() > 5:
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+ move_and_slide(velocity)
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+
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+
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+Note the ``length()`` check we make prior to movement. Without this test,
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+the body would "jitter" upon reaching the target position, as it moves
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+slightly past the position and tries to move back, only to move too far and
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+repeat.
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+
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+Uncommenting the ``rotation`` line will also turn the body to point in its
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+direction of motion if you prefer.
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+
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+.. tip:: This technique can also be used as the basis of a "following" character.
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+ The ``target`` position can be that of any object you want to move to.
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+
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+Summary
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+-------
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+
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+You may find these code samples useful as starting points for your own projects.
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+Feel free to use them and experiment with them to see what you can make.
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+
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+You can download this sample project here:
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+:download:`2D_movement_demo.zip <files/2D_movement_demo.zip>`
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