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How 4-Way Gravity Platformer Physics Works in Godot 4
In classic gravity-flip platformers like VVVVVV or Celeste mods, responsive control comes from deterministic velocity decomposition rather than physics-engine forces.
1. Tangent and Normal Velocity Split
Every physics frame, the player's world velocity is projected onto two axes: the gravity normal (falling/jumping) and the screen-relative tangent (running). When you stand on the ceiling, pressing D still moves you right on screen—preventing control inversion sickness.
2. Anti-Catapult Momentum Cap
Flipping gravity in mid-air preserves your world momentum, but caps speed directed against the new gravity vector to 240 px/s so you can weave through spike corridors cleanly.