godot-characterbody-2d
Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.
What this skill does
# CharacterBody2D Implementation
Expert guidance for player-controlled 2D movement using Godot's physics system.
## NEVER Do
- **NEVER use `RigidBody2D` for standard player controllers** — RigidBody is for physics-simulated objects. For responsive, feel-driven player movement, always use `CharacterBody2D`.
- **NEVER multiply `velocity` by `delta` before `move_and_slide()`** — `move_and_slide()` handles delta internally. Manual multiplication makes movement framerate-dependent [12].
- **NEVER use `global_position` updates for movement** — Use `velocity` and `move_and_slide()`. Direct position updates bypass collision detection and floor snapping.
- **NEVER ignore the return value of `move_and_slide()`** — While optional, checking `is_on_floor()` or `get_last_motion()` immediately after is critical for state logic.
- **NEVER rely on default `floor_snap_length` for fast stair-climbing** — Default snapping is too small for high-velocity characters. Use custom raycast-based stair logic for smooth transitions.
- **NEVER apply gravity while `is_on_floor()` is true** — Constant downward force on the floor can cause "micro-jitter" or prevent floor-snap from working correctly. Reset `velocity.y` to 0 or a small constant.
- **NEVER use `Area2D` for ground detection** — Real collisions (rays/shapecasts) are more precise. `is_on_floor()` is highly optimized; only augment it if necessary.
- **NEVER forget Ceiling Bonk detection** — If you don't reset `velocity.y` to 0 when `is_on_ceiling()`, the player will "float" against the ceiling until gravity pulls them down.
- **NEVER use high-precision physics for pixel art visuals** — Keep physics math high-precision, but round your Sprite nodal positions in `_process` to avoid visual sub-pixel jitter.
- **NEVER use `queue_free()` on characters every frame** — Use object pooling for bullets or enemies to avoid SceneTree performance spikes.
---
## Available Scripts
> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.
### [frame_perfect_coyote_time.gd](scripts/frame_perfect_coyote_time.gd)
Professional platformer mechanics: Coyote Time (jump after fall) and Input Buffering.
### [slope_stair_snapping.gd](scripts/slope_stair_snapping.gd)
Advanced procedural stair-climbing and smooth slope snapping logic.
### [variable_jump_height.gd](scripts/variable_jump_height.gd)
Customizable 'Short Hop' vs 'Full Jump' implementation based on input duration.
### [wall_slide_jump_refined.gd](scripts/wall_slide_jump_refined.gd)
Responsive Wall Slide and Wall Jump mechanics with proper push-back forces.
### [dash_state_controller.gd](scripts/dash_state_controller.gd)
State-based dash logic with invincibility frames and customizable cooldowns.
### [subpixel_movement_rounding.gd](scripts/subpixel_movement_rounding.gd)
Expert pattern for maintaining pixel-perfect visuals in low-res games while keeping smooth physics.
### [performance_character_pooling.gd](scripts/performance_character_pooling.gd)
Logic for optimizing 100+ active characters using visibility-based physics toggling.
### [impulse_response_handler.gd](scripts/impulse_response_handler.gd)
Expert handling of external forces (Knockback, Blow-back, Wind) integrated with `move_and_slide`.
### [aerial_drift_acceleration.gd](scripts/aerial_drift_acceleration.gd)
Precise air control and acceleration logic for professional platformer feel.
### [ceiling_bonk_detection.gd](scripts/ceiling_bonk_detection.gd)
Fixing 'sticky head' syndrome by correctly handling vertical momentum on ceiling hits.
### [expert_physics_2d.gd](scripts/expert_physics_2d.gd)
Complete platformer movement with coyote time, jump buffering, smooth acceleration/friction, and sub-pixel stabilization. Uses move_toward for precise control.
### [dash_controller.gd](scripts/dash_controller.gd)
Frame-perfect dash with I-frames, cooldown, and momentum preservation.
### [wall_jump_controller.gd](scripts/wall_jump_controller.gd)
Wall slide, cling, and directional wall jump with auto-correction.
> **Do First**: Read expert_physics_2d.gd for platformer foundation before adding dash/wall-jump.
---
## When to Use CharacterBody2D
**Use CharacterBody2D For:**
- Player characters (platformer, top-down, side-scroller)
- NPCs with custom movement logic
- Enemies with non-physics-based movement
**Use RigidBody2D For:**
- Physics-driven objects (rolling boulders, vehicles)
- Objects affected by forces and impulses
## Platformer Movement Pattern
### Basic Platformer Controller
```gdscript
extends CharacterBody2D
const SPEED := 300.0
const JUMP_VELOCITY := -400.0
# Get the gravity from the project settings
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# Apply gravity
if not is_on_floor():
velocity.y += gravity * delta
# Handle jump
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get input direction
var direction := Input.get_axis("move_left", "move_right")
# Apply movement
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
```
### Advanced Platformer with Coyote Time & Jump Buffer
```gdscript
extends CharacterBody2D
const SPEED := 300.0
const JUMP_VELOCITY := -400.0
const ACCELERATION := 1500.0
const FRICTION := 1200.0
const AIR_RESISTANCE := 200.0
# Coyote time: grace period after leaving platform
const COYOTE_TIME := 0.1
var coyote_timer := 0.0
# Jump buffering: remember jump input slightly before landing
const JUMP_BUFFER_TIME := 0.1
var jump_buffer_timer := 0.0
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# Gravity
if not is_on_floor():
velocity.y += gravity * delta
coyote_timer -= delta
else:
coyote_timer = COYOTE_TIME
# Jump buffering
if Input.is_action_just_pressed("jump"):
jump_buffer_timer = JUMP_BUFFER_TIME
else:
jump_buffer_timer -= delta
# Jump (with coyote time and buffer)
if jump_buffer_timer > 0 and coyote_timer > 0:
velocity.y = JUMP_VELOCITY
jump_buffer_timer = 0
coyote_timer = 0
# Variable jump height
if Input.is_action_just_released("jump") and velocity.y < 0:
velocity.y *= 0.5
# Movement with acceleration/friction
var direction := Input.get_axis("move_left", "move_right")
if direction:
velocity.x = move_toward(velocity.x, direction * SPEED, ACCELERATION * delta)
else:
var friction_value := FRICTION if is_on_floor() else AIR_RESISTANCE
velocity.x = move_toward(velocity.x, 0, friction_value * delta)
move_and_slide()
```
## Top-Down Movement Pattern
### 8-Directional Top-Down
```gdscript
extends CharacterBody2D
const SPEED := 200.0
const ACCELERATION := 1500.0
const FRICTION := 1000.0
func _physics_process(delta: float) -> void:
# Get input direction (normalized for diagonal movement)
var input_vector := Input.get_vector(
"move_left", "move_right",
"move_up", "move_down"
)
if input_vector != Vector2.ZERO:
# Accelerate toward target velocity
velocity = velocity.move_toward(
input_vector * SPEED,
ACCELERATION * delta
)
else:
# Apply friction
velocity = velocity.move_toward(
Vector2.ZERO,
FRICTION * delta
)
move_and_slide()
```
### Top-Down with Rotation (Tank Controls)
```gdscript
extends CharacterBody2D
const SPEED := 200.0
const ROTATION_SPEED := 3.0
func _physics_process(delta: float) -> void:
# Rotation
var rotate_direction := Input.get_axis("rotate_left", "rotate_right")
rotation += rotate_direction * ROTATION_SPEED * delta
# Forward/backward movement
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