I have been learning Godot Engine for a month and I tryed to make a game from start to finish to gain experience. I made a ball with physics that moves with a tilemap. But I don't understand the difference between this two functions: `move_and_slide()` and `move()`. When I used move to move the ball, it was moving very slow when touching the ground, now when I am using `move_and_slide()` function it works properly.
Here is the code:

``````extends KinematicBody2D

export var viteza = 30
var animNod
var jumped = false
var falling = false

var y

animNod = get_node("AnimatedSprite")
set_fixed_process(true)

func _fixed_process(delta):

#MISCARE

delta *= 10
var misc = Vector2(0,1)

if(jumped):
if(get_pos()[1] > y and not falling):
print("Da")
misc[1] = -1
elif(get_pos()[1] <= y):
falling = true

if(Input.is_key_pressed(KEY_D) or Input.is_key_pressed(KEY_RIGHT)):
misc[0] = 1

if(Input.is_key_pressed(KEY_A) or Input.is_key_pressed(KEY_LEFT)):
misc[0] = -1

misc = misc * (delta * viteza)

#here was move function
self.move_and_slide(misc*100)

#ANIMATIE

var newAnim = "idle"

if(Input.is_key_pressed(KEY_D) or Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_A) or Input.is_key_pressed(KEY_LEFT)):
newAnim = "mers"

#Jump --->

if((Input.is_key_pressed(KEY_SPACE) or Input.is_key_pressed(KEY_W)) and not jumped):
jumped = true
var jH = 50
y = get_pos()[1] - jH

print(jumped)
#<--- Jump

animNod.play(newAnim)

var corp = get_collider()
if corp != null:
if corp.is_in_group("sol") and falling:
jumped = false
falling = false
``````

What the difference between them? And what does each of them?

in Engine
edited

Hello from the future!
Im using 3.0.2 stable and this glitch is still in place. Almost exactly the same. Im doing a:

var direction
direction.x = int(Input.isactionpressed()) - int(Input.isactionpressed())
direction.y = int(Input.isactionpressed()) - int(Input.isactionpressed())
moveandslide(direction.normalized() * speed)

When checking in the console, the sprite gets stuck when the direction is Vector2(0,1)

I'm assuming you are using 2.1.4

All the "move" methods are part of an overlap-aware position setters API for the kinematic bodies (normally, kinematicbodies ignore everything).

`move` prevents overlaps, and that is all, what you experience when moving against another body is the effect of moving position>checking overlap>separating from collider.

If you want normal movement against solids, you will need to get the remainder of `move` and "slide" that vector along the collision surface.
Here is an example:
http://docs.godotengine.org/en/2.1/learning/features/physics/kinematic_character_2d.html

`move_and_slide` does all that for you, but you will have little control of the parameters used (and there is a bug in the wall/floor/ceiling checks, it will be fixed by 2.1.4.1).
This will be enough for most cases but sometimes you may prefer to have fine control of the results of a character motion.

Something else, `move` takes the full amount of movement you want to achieve, that is why you integrate velocity with the delta time when using it (to get the movement in that fraction of time), but `move_and_slide` does that internally so you need to use the whole velocity vector with it.

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