Godot 4 movement fix
Criado em: 5 de janeiro de 2025
Criado em: 5 de janeiro de 2025
Refining game logic
I noticed the GDScript code snippet is missing or misnamed functions and has syntax errors. It extends CharacterBody2D, controls movement, and aims to find a player direction.
Addressing code issues
I’m identifying potential problems with the code, including incorrect function names (_process or _physics_process), syntax errors such as misspelled "nornalized()", and outdated method names like "move_and_slide()" for CharacterBody2D in Godot 4.
Updating movement methods
I’m noting the advancements in Godot 4's movement methods, like "move_and_slide()" and "move_and_collide()" for CharacterBody2D, and highlighting the importance of accurate spelling, such as correcting "nornalized()" to "normalized()".
Addressing syntax and spelling
I’m focusing on correcting function names like renaming "_proccess" to "_process" or "_physics_process", fixing spelling errors such as "nornalized()" to "normalized()", and refining the use of "move_and_slide()".
Taking a closer look at Godot 4
Okay, let me see. The user seems to be using Godot 4, which has altered the naming to CharacterBody2D. Consider suggesting alternative methods for potential issues, ensuring method usage aligns with Godot 4's terminology and functionality.
Thinking through 2D movement
I’m piecing together that "move_and_slide()" in the context of 2D movement might require arguments like velocity and Vector2.UP to ensure the function operates correctly.
Confirming Godot 4 methods
I’m clarifying that in Godot 4, "CharacterBody2D" uses the "move_and_slide()" function with no arguments, and the user's code has misspelled "normalized()" and "_proccess".
Clarifying method usage
Noticing the confusion between Godot 3 and Godot 4, I’m emphasizing the correct usage of "move_and_slide()" and the distinct method for fetching Node2D in each Godot version.
Thought about 2D character movement für 17 Sekunden
Below is a cleaned-up version of your script with the most common fixes applied. The main issues in the snippet you posted are:
func _process(delta):
or func _physics_process(delta):
.nornalized()
.CharacterBody2D
has its own built-in velocity
property and typically uses move_and_slide()
.KinematicBody2D
with a manually defined velocity
and call move_and_slide(velocity * delta)
inside _physics_process
.Below is an example corrected for Godot 4. If you are still using Godot 3, see the notes at the bottom for how to adapt it.
extends CharacterBody2D var max_speed = 100 func _ready(): # You can initialize things here if needed pass func _physics_process(delta): var direction = get_direction_to_player() # Scale the direction to max_speed velocity = max_speed * direction # Move using Godot 4's CharacterBody2D API velocity = move_and_slide() func get_direction_to_player() -> Vector2: # Finds the first node in the group "player" var player = get_tree().get_first_node_in_group("player") as Node2D if player != null: # Use 'normalized()' (with a 'd') return (player.global_position - global_position).normalized() return Vector2.ZERO
CharacterBody2D
with KinematicBody2D
.func _physics_process(delta): var direction = get_direction_to_player() velocity = max_speed * direction velocity = move_and_slide(velocity * delta)
normalized()
, _physics_process
or _process
) as shown above.Choosing _process(delta)
vs _physics_process(delta)
_process(delta)
for purely visual/logic updates._physics_process(delta)
if you are dealing with physics-related movement every frame (this ensures it runs in sync with the physics step).Using groups:
"player"
via the Godot editor (or via add_to_group("player")
in code). Otherwise, get_tree().get_first_node_in_group("player")
will be null
.Movement details:
move_and_slide()
uses the velocity
property of CharacterBody2D
automatically. You can optionally add parameters like “up direction” if you need advanced features such as floor detection or gravity.move_and_slide(velocity * delta, Vector2.UP)
is more common for 2D platformers (with gravity).With these corrections, your script should properly chase the Player node in your scene.