Learning Objectives
By the end of this lab, you will be able to: - Import image assets and assign them to a sprite node. - Configure the Input Map to define named actions (left, right, jump). - Read player input in a script and translate it into movement. - Use a CharacterBody2D to move a character in response to input.
Overview
This lab brings a character to life on screen. You’ll import sprite assets, place them in a scene, and then write the script that reads keyboard/controller input and moves the player. Rather than hard-coding specific keys, you’ll use Godot’s Input Map so your actions have names and can be rebound later. This is your first real gameplay code, and the input-to-movement pattern you learn here is the template for controlling anything in a game.
Steps
- Import a sprite sheet or image asset into the project’s FileSystem.
- Build a player scene rooted at a CharacterBody2D with a Sprite2D and CollisionShape2D.
- Define “move_left”, “move_right”, and “jump” in Project Settings > Input Map.
- Write a script that reads input each frame and sets a velocity vector.
- Call
move_and_slide()to apply movement and test in the running game.
Key Concepts
- Importing and referencing assets.
- CharacterBody2D, Sprite2D, and CollisionShape2D.
- The Input Map and
Input.get_axis()/Input.is_action_pressed(). _physics_process(delta), velocity, andmove_and_slide().
Deliverable / Completion Check
A player character that moves left and right based on mapped input. Submit the running project or a short screen recording of the character moving.