Agent Skill to Game-Dev Skill: Godot 2D Movement (GODOT)
Agent Skill to Game-Dev Skill: Godot 2D Movement (GODOT) is a verified SKILL blueprint on Promptally in Game Development optimized for leading AI models. Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D. Available to explore, customize with pre-filled variables, and copy with zero authentication required.
Technical Specifications
| Specification | Value |
|---|---|
| Artifact type | SKILL (Game Development) |
| Compatible engines | Universal / Model Agnostic |
| Input variables | None (pre-filled) |
| Approximate tokens | 1,564 |
| Source file | SKILL.md |
| Access tier | Free public (MIT) |
Pre-Filled Template
---
name: godot-2d-movement
description: >
Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and
move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion,
slope handling, and reading collisions. Use when coding a 2D player or enemy
controller, a platformer or top-down character, or fixing move_and_slide()/
is_on_floor() behavior in a .tscn with a CharacterBody2D.
---
# Godot 2D Movement (4.x)
Build responsive 2D character controllers with `CharacterBody2D` and the argument-less
`move_and_slide()`. Targets **Godot 4.7**.
## When to use
- Use when scripting a 2D player/enemy that moves and collides: platformer (gravity +
jump) or top-down (free 8-direction), slope walking, or wall/floor detection.
- Use when `move_and_slide()` "does nothing", the character sinks through floors, or
`is_on_floor()` is always false.
**When *not* to use:** dynamic rigid bodies, areas, raycasts, collision layers →
`godot-physics`; tile-based levels → `godot-tilemap`; full platformer game template →
the `platformer` genre skill; engine-agnostic feel tuning → `physics-tuning`.
## Core workflow
1. **Use `CharacterBody2D`** with a `CollisionShape2D` child. It is script-driven: it
does not fall or react to forces on its own.
2. **Set the `velocity` property, then call `move_and_slide()`** (no arguments in 4.x).
The method reads `velocity`, moves the body, slides along surfaces, and updates
`velocity` to reflect what actually happened.
3. **Do it in `_physics_process(delta)`** — `move_and_slide()` uses the physics step's
delta internally, so do not multiply `velocity` by `delta` yourself.
4. **Platformer:** add gravity to `velocity.y` each tick, jump by setting `velocity.y`
negative when `is_on_floor()`.
5. **Top-down:** build a direction from input and scale by speed; set
`motion_mode = MOTION_MODE_FLOATING` so there is no "floor/wall" distinction.
6. **Read results** with `is_on_floor()`, `is_on_wall()`, `get_wall_normal()`, and
`get_slide_collision(i)` after the call.
## Patterns
### 1. Platformer controller (gravity, jump, slopes)
```gdscript
extends CharacterBody2D
@export var speed := 200.0
@export var jump_velocity := -400.0
@export var gravity := 1200.0 # pixels/sec^2 (tune to taste)
func _physics_process(delta: float) -> void:
# Apply gravity while airborne.
if not is_on_floor():
velocity.y += gravity * delta
# Jump only when grounded (Input action set in Project Settings > Input Map).
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
# Horizontal input: -1, 0, or 1.
var dir := Input.get_axis("move_left", "move_right")
if dir != 0.0:
velocity.x = dir * speed
else:
velocity.x = move_toward(velocity.x, 0.0, speed) # decelerate to a stop
move_and_slide() # 4.x: no arguments; uses and updates `velocity`
```
A fixed `gravity` export keeps tuning simple. To follow the project setting
(*Physics > 2D > Default Gravity*) and any `Area2D` gravity overrides instead, use
`velocity += get_gravity() * delta`, as the built-in CharacterBody2D script template does.
### 2. Top-down 8-direction movement
```gdscript
extends CharacterBody2D
@export var speed := 220.0
func _ready() -> void:
motion_mode = CharacterBody2D.MOTION_MODE_FLOATING # no floor/ceiling concept
func _physics_process(_delta: float) -> void:
# get_vector returns a normalized-ish Vector2 from four input actions.
var input := Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = input * speed
move_and_slide()
```
### 3. Reading slide collisions after moving
```gdscript
func _physics_process(delta: float) -> void:
# ... set velocity ...
move_and_slide()
for i in get_slide_collision_count():
var c := get_slide_collision(i)
var other := c.get_collider()
if other and other.is_in_group("enemies"):
take_damage(1) # touched an enemy while moving
```
### 4. Coyote time (forgiving jump just after leaving a ledge)
```gdscript
@export var coyote_time := 0.1
var _coyote := 0.0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y += gravity * delta
_coyote -= delta
else:
_coyote = coyote_time
if Input.is_action_just_pressed("jump") and _coyote > 0.0:
velocity.y = jump_velocity
_coyote = 0.0
# ... horizontal input + move_and_slide() ...
```
## Pitfalls
- **3.x signature is gone.** `move_and_slide(velocity)` (returning the new velocity) was
removed. In 4.x set the `velocity` property and call `move_and_slide()` with no args.
`move_and_slide(velocity, Vector2.UP)` will not parse.
- **Multiplying velocity by delta.** `move_and_slide()` already accounts for the physics
delta. Setting `velocity = dir * speed * delta` makes the body crawl.
- **Movement in `_process`** instead of `_physics_process` causes frame-rate-dependent,
jittery motion. Always move in `_physics_process`.
- **`is_on_floor()` always false** when `up_direction` is wrong (default `Vector2.UP`),
there is no `CollisionShape2D`, or you never called `move_and_slide()` this frame.
- **Sinking through floors** usually means the collision shape is missing/zero-sized, the
floor body is on a layer this body's mask doesn't include, or you moved the body via
`position +=` instead of velocity + `move_and_slide()`.
- **Slope slipping while idle:** keep `floor_stop_on_slope = true` (default) and raise
`floor_snap_length` (default 1 px) so the body sticks to downward slopes.
## References
- For one-way platforms, moving platforms, jump buffering, variable jump height, and
`move_and_collide()` (manual collision response), read `references/controller-recipes.md`.
## Related skills
- `godot-physics` — collision layers/masks, areas, raycasts, rigid bodies.
- `godot-tilemap` — building the levels this character walks on.
- `godot-animation` — driving sprite/skeletal animation from movement state.
- `camera-systems` — follow camera, deadzone, and look-ahead that track this character.
- `platformer` / `input-systems` — full genre template and rebindable input.
How to use this skill
- Review the pre-filled example and source files above.
- Copy the template or download
SKILL.md, then use it in your model, IDE, or workflow tool. - Compare your result with the sample output when one is provided.
Frequently Asked Questions
How do I use Agent Skill to Game-Dev Skill: Godot 2D Movement (GODOT)?
Open the skill on Promptally, review the pre-filled example, then copy the template or download SKILL.md and paste it into your model, IDE or workflow tool. Agent Skill to Game-Dev Skill: Godot 2D Movement (GODOT) is a static blueprint with no dynamic variables. Copy it and use it as-is.
Is Agent Skill to Game-Dev Skill: Godot 2D Movement (GODOT) free?
Yes. Agent Skill to Game-Dev Skill: Godot 2D Movement (GODOT) is free to view, copy and download on Promptally without creating an account. It is published under the MIT license.
What variables does Agent Skill to Game-Dev Skill: Godot 2D Movement (GODOT) need?
Agent Skill to Game-Dev Skill: Godot 2D Movement (GODOT) is a static blueprint with no dynamic variables. Copy it and use it as-is.