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+.. _doc_using_kinematic_body_2d:
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+
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+Using KinematicBody2D
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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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+Godot offers a number of collision objects to provide both collision detection
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+and response. Trying to decide which one to use for your project can be confusing.
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+You can avoid problems and simplify development if you understand how each each
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+works and what their pros and cons are. In this tutorial, we'll look at the
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+:ref:`KinematicBody2D <class_KinematicBody2D>` node and show some examples
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+of how it can be used.
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+
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+.. note:: This document assumes you're familiar with Godot's various physics
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+ bodies. Please read :ref:`doc_physics_introduction` first.
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+
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+What is a kinematic body?
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+-------------------------
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+
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+``KinematicBody2D`` is for implementing bodies that are to be controlled via code.
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+They detect collisions with other bodies when moving, but are not affected by
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+engine physics properties like gravity or friction. While this means that you
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+have to write some code to create their behavior, it also means you have more
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+precise control over how they move and react.
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+
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+.. tip:: A `KinematicBody2D` can be affected by gravity and other forces,
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+ but you must calculate the movement in code. The physics engine will
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+ not move a `KinematicBody2D`.
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+
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+Movement and Collision
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+----------------------
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+
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+When moving a ``KinematicBody2D``, you should not set its ``position`` property
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+directly. Instead, you use the ``move_and_collide()`` or ``move_and_slide()`` methods.
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+These methods move the body along a given vector and will instantly stop if
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+a collision is detected with another body. After a KinematicBody2D has collided,
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+any *collision response* must be coded manually.
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+
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+.. warning:: Kinematic body movement should only be done in the ``_physics_process()`` callback.
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+
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+The two movement methods serve different purposes, and later in this tutorial you'll
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+see examples of how they work.
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+
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+``move_and_collide``
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+~~~~~~~~~~~~~~~~~~~~
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+
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+This method takes one parameter: a :ref:`Vector2 <class_Vector2>` indicating the body's
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+relative movement. Typically, this is your velocity vector multiplied by the
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+frame timestep (``delta``). If the engine detects a collision anywhere along
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+this vector, the body will immediately stop moving. If this happens, the
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+method will return a :ref:`KinematicCollision2D <class_KinematicCollision2D>` object.
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+
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+``KinematicCollision2D`` is an object containing data about the collision
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+and the colliding object. Using this data you can calculate your collision
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+response.
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+
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+``move_and_slide``
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+~~~~~~~~~~~~~~~~~~
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+
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+The ``move_and_slide()`` method is intended to simplify the collision
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+response in the common case where you want one body to slide along the other.
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+This is especially useful in platformers or top-down games, for example.
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+
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+.. tip:: ``move_and_slide()`` automatically calculates frame-based movement
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+ using ``delta``. Do *not* multiply your velocity vector by ``delta``
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+ before passing it to ``move_and_slide()``.
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+
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+In addition to the velocity vector, ``move_and_slide()`` takes a number of
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+other parameters allowing you to customize the slide behavior:
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+
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+- ``floor_normal`` - *default value:* ``Vector2( 0, 0 )``
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+
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+ This parameter allows you to define what surfaces the engine should consider
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+ to be the floor. Setting this lets you use the ``is_on_floor()``, ``is_on_wall()``,
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+ and ``is_on_ceiling()`` methods to detect what type of surface the body is
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+ in contact with. The default value means that all surfaces are considered walls.
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+
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+- ``slope_stop_min_velocity`` - *default value:* ``5``
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+
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+ This is the minimum velocity when standing on a slope. This prevents a body
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+ from sliding down a slope when standing still.
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+
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+- ``max_bounces`` - *default value:* ``4``
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+
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+ This is the maximum number of collisions before the body stops moving. Setting
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+ this too low may prevent movement entirely.
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+
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+- ``floor_max_angle`` - *default value:* ``0.785398`` (in radians, equivalent to ``45`` degrees)
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+
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+ This is the maximum angle before a surface is no longer considered a "floor".
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+
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+Which movement method to use?
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+-----------------------------
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+
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+A common question from new Godot users is: "How do you decide which movement
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+function to use?" Often the response is to use ``move_and_slide()`` because
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+it's "simpler", but this is not necessarily the case. One way to think of it
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+is that ``move_and_slide()`` is a special case, and ``move_and_collide()``
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+is more general. For example, the following two code snippets result in
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+the same collision response:
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+
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+.. image:: img/k2d_compare.gif
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ # using move_and_collide
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+ var collision = move_and_collide(velocity * delta)
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+ if collision:
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+ velocity = velocity.slide(collision.normal)
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+
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+ # using move_and_slide
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+ velocity = move_and_slide(velocity)
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+
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+ .. code-tab:: csharp
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+
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+ Coming soon
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+
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+Anything you do with ``move_and_slide()`` can also be done with ``move_and_collide()``,
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+it just might take a little more code. However, as we'll see in the examples below,
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+there are cases where ``move_and_slide()`` doesn't provide the response you want.
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+
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+Examples
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+--------
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+
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+To see these examples in action, download the sample project:
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+:download:`using_kinematic2d.zip <files/using_kinematic2d.zip>`.
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+
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+Movement and walls
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+~~~~~~~~~~~~~~~~~~
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+
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+If you've downloaded the sample project, this example is in the "BasicMovement.tscn" scene.
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+
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+For this example, Add a ``KinematicBody2D`` with two children: a ``Sprite`` and a
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+``CollisionShape2D``. Use the Godot "icon.png" as the Sprite's texture (drag it
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+from the Filesystem dock to the *Texture* property of the ``Sprite``). In the
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+``CollisionShape2D``'s *Shape* property, select "New RectangleShape2D" and
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+size the rectangle to fit over the sprite image.
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+
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+.. note:: See :ref:`doc_2d_movement` for examples of implementing 2D movement schemes.
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+
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+Attach a script to the KinematicBody2D and add the following code:
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ extends KinematicBody2D
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+
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+ var speed = 250
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+ var velocity = Vector2()
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+
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+ func get_input():
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+ # Detect up/down/left/right keystate and only move when pressed
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+ velocity = Vector2()
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+ if Input.is_action_pressed('ui_right'):
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+ velocity.x += 1
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+ if Input.is_action_pressed('ui_left'):
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+ velocity.x -= 1
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+ if Input.is_action_pressed('ui_down'):
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+ velocity.y += 1
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+ if Input.is_action_pressed('ui_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_collide(velocity * delta)
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+
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+ .. code-tab:: csharp
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+
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+ Coming soon
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+
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+
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+Run this scene and you'll see that ``move_and_collide()`` works as expected, moving
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+the body along the velocity vector. Now let's see what happens when you add
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+some obstacles. Add a :ref:`StaticBody2D <class_StaticBody2D>` with a
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+rectangular collision shape. For visibility, you can use a sprite, a
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+Polygon2D, or just turn on "Visible Collision Shapes" from the "Debug" menu.
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+
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+Run the scene again and try moving into the obstacle. You'll see that the ``KinematicBody2D``
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+can't penetrate the obstacle. However, try moving into the obstacle at an angle and
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+you'll find that the obstacle acts like glue - it feels like the body gets stuck.
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+
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+This happens because there is no *collision response*. ``move_and_collide()`` just stops
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+the body's movement when a collision occurs. We need to code whatever response we
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+want from the collision.
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+
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+Try changing the function to ``move_and_slide(velocity)`` and running again.
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+Note that we removed ``delta`` from the velocity calculation.
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+
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+``move_and_slide()`` provides a default collision response of sliding the body along the
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+collision object. This is useful for a great many game types, and may be all you need
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+to get the behavior you want.
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+
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+Bouncing/reflecting
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+~~~~~~~~~~~~~~~~~~~
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+
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+What if you don't want a sliding collision response? For this example ("BounceandCollide.tscn"
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+in the sample project), we have a character shooting bullets and we want the bullets to
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+bounce off the walls.
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+
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+This example uses three scenes. The main scene contains the Player and Walls.
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+The Bullet and Wall are separate scenes so that they can be instanced.
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+
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+The Player is controlled by the `w` and `s` keys for forward and back. Aiming
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+uses the mouse pointer. Here is the code for the Player, using ``move_and_slide()``:
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ extends KinematicBody2D
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+
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+ var Bullet = preload("res://Bullet.tscn")
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+ var speed = 200
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+ var velocity = Vector2()
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+
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+ func get_input():
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+ # add these actions in Project Settings -> Input Map
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+ velocity = Vector2()
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+ if Input.is_action_pressed('backward'):
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+ velocity = Vector2(-speed/3, 0).rotated(rotation)
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+ if Input.is_action_pressed('forward'):
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+ velocity = Vector2(speed, 0).rotated(rotation)
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+ if Input.is_action_just_pressed('mouse_click'):
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+ shoot()
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+
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+ func shoot():
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+ # "Muzzle" is a Position2D placed at the barrel of the gun
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+ var b = Bullet.instance()
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+ b.start($Muzzle.global_position, rotation)
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+ get_parent().add_child(b)
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+
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+ func _physics_process(delta):
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+ get_input()
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+ var dir = get_global_mouse_position() - global_position
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+ # Don't move if too close to the mouse pointer
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+ if dir.length() > 5:
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+ rotation = dir.angle()
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+ velocity = move_and_slide(velocity)
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+
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+ .. code-tab:: csharp
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+
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+ Coming soon
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+
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+
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+And the code for the Bullet:
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ extends KinematicBody2D
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+
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+ var speed = 750
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+ var velocity = Vector2()
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+
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+ func start(pos, dir):
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+ rotation = dir
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+ position = pos
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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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+ var collision = move_and_collide(velocity * delta)
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+ if collision:
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+ velocity = velocity.bounce(collision.normal)
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+ if collision.collider.has_method("hit"):
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+ collision.collider.hit()
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+
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+ func _on_VisibilityNotifier2D_screen_exited():
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+ queue_free()
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+
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+ .. code-tab:: csharp
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+
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+ Coming soon
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+
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+
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+The action happens in ``_physics_process()``. After using ``move_and_collide()`` if a
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+collision occurs, a ``KinematicCollision2D`` object is returned (otherwise, the return
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+is ``Nil``).
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+
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+If there is a returned collision, we use the ``normal`` of the collision to reflect
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+the bullet's ``velocity`` with the ``Vector2.bounce()`` method.
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+
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+If the colliding object (``collider``) has a ``hit`` method,
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+we also call it. In the example project, we've added a flashing color effect to
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+the Wall to demonstrate this.
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+
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+.. image:: img/k2d_bullet_bounce.gif
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+
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+Platformer movement
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+~~~~~~~~~~~~~~~~~~~
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+
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+Let's try one more popular example: the 2D platformer. ``move_and_slide()``
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+is ideal for quickly getting a functional character controller up and running.
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+If you've downloaded the sample project, you can find this in "Platformer.tscn".
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+
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+For this example, we'll assume you have a level made of ``StaticBody2D`` objects.
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+They can be any shape and size. In the sample project, we're using
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+:ref:`Polygon2D <class_Polygon2D>` to create the platform shapes.
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+
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+Here's the code for the player body:
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+
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ extends KinematicBody2D
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+
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+ export (int) var run_speed = 100
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+ export (int) var jump_speed = -400
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+ export (int) var gravity = 1200
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+
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+ var velocity = Vector2()
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+ var jumping = false
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+
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+ func get_input():
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+ velocity.x = 0
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+ var right = Input.is_action_pressed('ui_right')
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+ var left = Input.is_action_pressed('ui_left')
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+ var jump = Input.is_action_just_pressed('ui_select')
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+
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+ if jump and is_on_floor():
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+ jumping = true
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+ velocity.y = jump_speed
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+ if right:
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+ velocity.x += run_speed
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+ if left:
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+ velocity.x -= run_speed
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+
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+ func _physics_process(delta):
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+ get_input()
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+ velocity.y += gravity * delta
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+ if jumping and is_on_floor():
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+ jumping = false
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+ velocity = move_and_slide(velocity, Vector2(0, -1))
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+
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+ .. code-tab:: csharp
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+
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+ Coming soon
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+
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+.. image:: img/k2d_platform.gif
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+
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+When using ``move_and_slide()`` the function returns a vector representing the
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+movement that remained after the slide collision occurred. Setting that value back
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+to the character's ``velocity`` allows us to smoothly move up and down slopes. Try
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+removing ``velocity =`` and see what happens if you don't do this.
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+
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+Also note that we've added ``Vector2(0, -1)`` as the floor normal. This is a vector
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+pointing straight upward. This means that if the character collides with an object
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+that has this normal, it will be considered a floor.
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+
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+Using the floor normal allows us to make jumping work, using ``is_on_floor()``. This
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+function will only return ``true`` after a ``move_and_slide()`` collision where the
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+colliding body's normal is within 45 degrees of the given floor vector (this can
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+be adjusted by setting ``floor_max_angle``).
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+
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+This also allows you to implement other features like wall jumps using ``is_on_wall()``,
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+for example.
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