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Abstract:
This video (Part 6 of a Godot platformer tutorial series) focuses on refining the player character's controls and movement mechanics. It begins by updating the player sprite slightly and then demonstrates setting up custom input actions (move left/right, jump, attack) in Godot's Input Map, mapping them to both keyboard keys (WASD, Arrows, Z, X, J, K) and an Xbox controller. The tutorial then adjusts the player scene's origin point to the character's feet and modifies the collision shape for better alignment and consistency with the creator's reference project. A significant portion is dedicated to defining player movement statistics (max speed, acceleration, friction, gravity, jump height) as export variables, making them easily editable in the Godot editor. Finally, the video refactors the movement logic into separate functions (accelerate_horizontally, apply_friction, apply_gravity), implementing acceleration/deceleration using move_toward and introducing different gravity values for upward and downward movement to improve game feel.
Refining Player Movement in a Godot Platformer
move_left, move_right, jump, and attack.move_left to Left Arrow and A, move_right to Right Arrow and D, jump to K and Z, and attack to J and X.Input.is_action_pressed() with the newly created action names (move_left, move_right, jump, attack).transform.position of the upper and lower sprite nodes (to approx. -2, -13). This is done for easier orientation in platformers and consistency with the reference project.CollisionShape2D is moved up and resized to better match the sprite's new position (Transform Y: -8, Size: 12x16).export variables to allow editing movement values directly in the Godot editor.max_speed = 120acceleration = 1000air_acceleration = 2000friction = 1000air_friction = 500up_gravity = 500down_gravity = 600jump_amount = 200accelerate_horizontally Function: Creates a function to handle horizontal acceleration.
horizontal_direction (input axis) and delta as parameters.acceleration or air_acceleration) based on is_on_floor().move_toward(velocity.x, max_speed * horizontal_direction, acceleration_amount * delta) to smoothly change velocity towards the target speed.velocity.x assignment in _physics_process with a call to accelerate_horizontally(x_input, delta).apply_friction Function: Creates a function to handle deceleration/friction.
delta as a parameter.friction or air_friction) based on is_on_floor().move_toward(velocity.x, 0, friction_amount * delta) to smoothly decrease velocity towards zero._physics_process function: if there's horizontal input (x_input != 0), call accelerate_horizontally; otherwise (else), call apply_friction. The is_on_floor checks are now handled within these functions.apply_gravity Function: Creates a function to handle gravity application.
delta as a parameter.not is_on_floor().velocity.y <= 0 (moving up) to apply up_gravity or else (moving down) applies down_gravity. This allows for different gravity strengths during ascent and descent, a common platformer technique._physics_process with a call to apply_gravity(delta).export variables can be adjusted in the editor while the game is running to fine-tune the feel (e.g., changing jump_amount).