Manual: Slope Settings

This manual explains two main topics:

  1. Slopes as Physical Behavior
  2. Slope Detection in Visual Scripts

1. Slopes as Physical Behavior

Configuring GameObject Behavior

ACTION GAME MAKER’s GameObjects inherit from Godot’s CharacterBody2D, which allows for configurable behavior on slopes.
Open the Inspector for the GameObject node and check under CharacterBody2D > floor.

Here’s what each floor-related option means:

  • Stop on Slope: Enables slope behavior when on.
    → If turned off, slopes are treated like vertical walls.
  • Constant Speed: When on, movement speed stays consistent on slopes.
    → When off, the object slows down when climbing and speeds up when descending, reflecting physical behavior.
  • Block on Wall: When on, the object stops upon hitting a wall.
    → If off, it will slide along walls. This is generally intended for top-down games.
  • Max Angle: The steepest angle on which the object can stand still.
    → Exceeding this angle causes the character to slide.
  • Snap Length: Prevents the character from “flying off” downhill.
    → If the character is within this number of pixels above the slope, it will be pulled down and stay grounded.

2. Detecting Slopes with Visual Scripts

Creating Slope Tiles

In the TileSet editor, simply select a tile and define a slope-shaped collision under Physics.
This will function physically as a slope.
However, to detect slopes in visual scripts, one more setting is required.


Assigning the Slope Attribute to Tiles

Still in the TileSet, select the desired tile and enable “Is Slope” in the WallCollision menu.

:warning: Only tiles with “Is Slope” enabled will be recognized as slopes in visual scripts.