# Top-down character

## Problem

You’re making a 2D top-down game, and you want to control a character’s movement.

## Solution

For this solution, we’ll assume you have the following input actions defined:

Action Name Key(s)
`"up"` W,↑
`"down"` S,↓
`"right"` D,→
`"left"` A,←
`"click"` Mouse button 1

We will also assume you’re using a `KinematicBody2D` character.

We can solve this problem in many ways, depending on what type of behavior you’re looking for.

### Option 1: 8-way movement

In this scenario, the player uses the four directional keys to move (including diagonals).

``````extends KinematicBody2D

var speed = 200  # speed in pixels/sec
var velocity = Vector2()

func get_input():
velocity = Vector2()
if Input.is_action_pressed('right'):
velocity.x += 1
if Input.is_action_pressed('left'):
velocity.x -= 1
if Input.is_action_pressed('down'):
velocity.y += 1
if Input.is_action_pressed('up'):
velocity.y -= 1
# Make sure diagonal movement isn't faster
velocity = velocity.normalized() * speed

func _physics_process(delta):
get_input()
velocity = move_and_slide(velocity)``````

### Option 2: Rotate and move

In this scenario, the left/right actions rotate the character and up/down move the character forward and back in whatever direction it’s facing. This is sometimes referred to as “Asteroids-style” movement.

``````extends KinematicBody2D

var speed = 200
var rotation_speed = 1.5

var velocity = Vector2()
var rotation_dir = 0

func get_input():
rotation_dir = 0
velocity = Vector2()
if Input.is_action_pressed('right'):
rotation_dir += 1
if Input.is_action_pressed('left'):
rotation_dir -= 1
if Input.is_action_pressed('down'):
velocity -= transform.x * speed
if Input.is_action_pressed('up'):
velocity += transform.x * speed

func _physics_process(delta):
get_input()
rotation += rotation_dir * rotation_speed * delta
velocity = move_and_slide(velocity)``````

### Option 3: Click and move

In this option, the character moves to the clicked location.

``````extends KinematicBody2D

var speed = 200
var target = null
var velocity = Vector2()

func _input(event):
if event.is_action_pressed('click'):
target = event.position

func _physics_process(delta):
if target:
look_at(target)
velocity = transform.x * speed
# stop moving if we get close to the target
if position.distance_to(target) > 5 > 5:
velocity = move_and_slide(velocity)``````