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@sjvnnings
Last active May 22, 2026 22:37
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Save sjvnnings/5f02d2f2fc417f3804e967daa73cccfd to your computer and use it in GitHub Desktop.
An easy to work with jump in Godot
extends KinematicBody2D
export var move_speed = 200.0
var velocity := Vector2.ZERO
export var jump_height : float
export var jump_time_to_peak : float
export var jump_time_to_descent : float
onready var jump_velocity : float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
onready var jump_gravity : float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
onready var fall_gravity : float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
func _physics_process(delta):
velocity.y += get_gravity() * delta
velocity.x = get_input_velocity() * move_speed
if Input.is_action_just_pressed("jump") and is_on_floor():
jump()
velocity = move_and_slide(velocity, Vector2.UP)
func get_gravity() -> float:
return jump_gravity if velocity.y < 0.0 else fall_gravity
func jump():
velocity.y = jump_velocity
func get_input_velocity() -> float:
var horizontal := 0.0
if Input.is_action_pressed("left"):
horizontal -= 1.0
if Input.is_action_pressed("right"):
horizontal += 1.0
return horizontal
@rs-recordscratch

rs-recordscratch commented May 22, 2026

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Just commenting to confirm, this code does work on Godot 4.6.3. However, a few keywords were removed moving into Godot 4. The errors will prompt you to just change all of the "onready" and "export" statements so they start with "@" I also added the following bit of code to this.

if Input.is_action_just_released("jump") and velocity.y
# Decrease Jump Velocity
velocity.y *= _jump_cut_off_value

Add a var to so it works correctly: "_var _jump_cut_off_value : float = 0.4"

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