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Copy file name to clipboardExpand all lines: docs/gdevelop5/behaviors/platformer/index.md
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@@ -38,6 +38,10 @@ The offset of the grab can also be changed on the Y-axis.
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The offset option allows us to change the position of the grab to fit the animation of our character.
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!!! note
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A platform must also have **"Grab the ledge"** enabled for a character to grab its edges. Both the platform and the character must have the option enabled.
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### Create platforms with tilemaps
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The platform behavior can be added to tilemap collision mask objects. Learn more about it on the [tilemap](/gdevelop5/objects/tilemap#handle_collisions) page.
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By changing the grab tolerance value, we can set how close the character needs to be to the platform in order to allow the character to grab the platform object.
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By default, the character can grab a ledge even while standing still. This is useful so that, when moving toward a wall, a character automatically grabs a nearby ledge. You can disable "Automatically grab platform ledges without having to move horizontally" if you only want the character to grab while actively moving.
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### Climb a ladder
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When the character overlaps a **Ladder** object, pressing the up or down key makes the character climb or descend. Horizontal movement is disabled while on a ladder.
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The climbing speed is a separate property from the walking speed and can be adjusted in the behavior properties or changed at runtime with events.
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### Go down through a platform
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When the character is standing on a **Jumpthru platform**, pressing the down key causes the character to fall through it. This is useful for platforms the player can drop down from, such as floating floors. This behavior is enabled by default and can be turned off in the behavior properties.
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### Slope max angle
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By changing this value, we can set the maximum angle of a slope that the player can climb. The default is 0. 0 default means the character can move only on a flat surface.
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By changing this value, we can set the maximum angle of a slope that the player can climb. Slopes steeper than this angle will block the character. A value of 0 means the character can only move on a perfectly flat surface, while higher values allow climbing steeper slopes. A value of 60 degrees (the default in most configurations) allows traversing moderately steep terrain.
Copy file name to clipboardExpand all lines: docs/gdevelop5/behaviors/topdown/index.md
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@@ -37,6 +37,22 @@ By default, the facing angle of our sprite is 0 which is the right side of our s
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!!! note
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Note that some expressions like `AngleBetweenPositions` can gives you a result between -180 and 180. This is equivalent to this schema. An angle of -45 degrees is equivalent to an angle of 270 degrees.
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#### Viewpoint (for isometric games)
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The **Viewpoint** property controls how movement directions are projected onto the screen. This is essential for isometric games where the visual perspective differs from the movement plane.
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***Top-Down** (default): Movement directions map directly to screen axes. Moving right moves the object right on screen.
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***Isometry 2:1**: Uses a classic pixel isometry projection (approximately 26.6°), the style common in many retro strategy games. The movement directions are transformed so that "forward" on screen matches the isometric visual perspective.
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***True Isometry (30°)**: Uses a mathematically perfect 30-degree isometric projection.
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***Custom Isometry**: Allows specifying any isometry angle, useful for non-standard perspectives.
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When using an isometric viewpoint, it is also recommended to set the **Movement angle offset** to **-45 degrees**. This rotates the input directions so that pressing "up" moves the character toward the top of the isometric view rather than straight up on screen.
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!!! tip
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See the **Isometric Game** example below for a working demonstration of how to combine the Isometry viewpoint with the movement angle offset.
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#### Allows diagonals
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By default, our object will rotate toward the direction of movement. The object will rotate at the speed we specify in the Rotation speed option. If we don't want the object to rotate, we need to disable this by unchecking the box.
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For characters that face different directions using separate animations rather than rotation (for example, a top-down RPG character with separate walk-left and walk-right animations), disable rotation and use the movement angle expression to determine which animation to play with events.
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All theses values can also be changed at any time during the game using [events](/gdevelop5/events).
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