KinematicBody2D
Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object Kinematic body 2D node.
Description
Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses: Simulated motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with AnimationPlayer.playback_process_mode set to “physics”), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). Kinematic characters: KinematicBody2D also has an API for moving objects (the move_and_collide and move_and_slide methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don’t require advanced physics.
Tutorials
- Kinematic character (2D)
- Using KinematicBody2D
- 2D Kinematic Character Demo
- 2D Platformer Demo
Properties
Methods
Enumerations
MovingPlatformApplyVelocityOnLeave: - PLATFORM_VEL_ON_LEAVE_ALWAYS = 0 —- Add the last platform velocity when you leave a moving platform.
- PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY = 1 —- Add the last platform velocity when you leave a moving platform, but any downward motion is ignored. It’s useful to keep full jump height even when the platform is moving down.
- PLATFORM_VEL_ON_LEAVE_NEVER = 2 —- Do nothing when leaving a platform.
Property Descriptions
- float collision/safe_margin move_and_collide, move_and_slide, move_and_slide_with_snap). If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion. A higher value means it’s more flexible for detecting collision, which helps with consistently detecting walls and floors. A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.
- bool motion/sync_to_physics
true, the body’s movement will be synchronized to the physics frame. This is useful when animating movement via AnimationPlayer, for example on moving platforms. Do not use together with move_and_slide or move_and_collide functions.
- MovingPlatformApplyVelocityOnLeave moving_platform_apply_velocity_on_leave
MovingPlatformApplyVelocityOnLeave constants for available behavior.
Method Descriptions
- float get_floor_angle ( Vector2 up_direction=Vector2( 0, -1 ) ) const
up_direction, which isVector2.UPby default. This value is always positive and only valid after calling move_and_slide and when is_on_floor returnstrue.
- Vector2 get_floor_normal ( ) const
move_and_slide or move_and_slide_with_snap and when is_on_floor returns
true.
- Vector2 get_floor_velocity ( ) const
move_and_slide or move_and_slide_with_snap and when is_on_floor returns
true.
- KinematicCollision2D get_last_slide_collision ( ) KinematicCollision2D, which contains information about the latest collision that occurred during the last call to move_and_slide.
- KinematicCollision2D get_slide_collision ( int slide_idx )
KinematicCollision2D, which contains information about a collision that occurred during the last call to move_and_slide or move_and_slide_with_snap. Since the body can collide several times in a single call to move_and_slide, you must specify the index of the collision in the range 0 to (get_slide_count - 1).
Example usage:
for i in get_slide_count(): var collision = get_slide_collision(i) print("Collided with: ", collision.collider.name)
- int get_slide_count ( ) const move_and_slide or move_and_slide_with_snap.
- bool is_on_ceiling ( ) const
trueif the body collided with the ceiling on the last call of move_and_slide or move_and_slide_with_snap. Otherwise, returnsfalse.
- bool is_on_floor ( ) const
trueif the body collided with the floor on the last call of move_and_slide or move_and_slide_with_snap. Otherwise, returnsfalse.
- bool is_on_wall ( ) const
trueif the body collided with a wall on the last call of move_and_slide or move_and_slide_with_snap. Otherwise, returnsfalse.
- KinematicCollision2D move_and_collide ( Vector2 rel_vec, bool infinite_inertia=true, bool exclude_raycast_shapes=true, bool test_only=false )
rel_vec. The body will stop if it collides. Returns a KinematicCollision2D, which contains information about the collision when stopped, or when touching another body along the motion.test_onlyistrue, the body does not move but the would-be collision information is given.
- Vector2 move_and_slide ( Vector2 linear_velocity, Vector2 up_direction=Vector2( 0, 0 ), bool stop_on_slope=false, int max_slides=4, float floor_max_angle=0.785398, bool infinite_inertia=true )
KinematicBody2Dor RigidBody2D, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. Node._physics_process (or in a method called by Node._physics_process), as it uses the physics step’sdeltavalue automatically in calculations. Otherwise, the simulation will run at an incorrect speed.linear_velocityis the velocity vector in pixels per second. Unlike in move_and_collide, you should not multiply it bydelta— the physics engine handles applying the velocity.up_directionis the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value ofVector2(0, 0), everything is considered a wall. This is useful for topdown games.stop_on_slopeistrue, body will not slide on slopes when you include gravity inlinear_velocityand the body is standing still.max_slidestimes before it stops.floor_max_angleis the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.infinite_inertiaistrue, body will be able to push RigidBody2D nodes, but it won’t also detect any collisions with them. Iffalse, it will interact with RigidBody2D nodes like with StaticBody2D.linear_velocityvector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use get_slide_collision. When the body touches a moving platform, the platform’s velocity is automatically added to the body motion. If a collision occurs due to the platform’s motion, it will always be first in the slide collisions.
- Vector2 move_and_slide_with_snap ( Vector2 linear_velocity, Vector2 snap, Vector2 up_direction=Vector2( 0, 0 ), bool stop_on_slope=false, int max_slides=4, float floor_max_angle=0.785398, bool infinite_inertia=true )
move_and_slide.
snapvector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by settingsnapto(0, 0)or by using move_and_slide instead.
- bool test_move ( Transform2D from, Vector2 rel_vec, bool infinite_inertia=true )
Transform2D, then tries to move the body along the vector
rel_vec. Returnstrueif a collision would stop the body from moving along the whole path. move_and_collide instead for detecting collision with touching bodies.
