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Kinematic -> Character
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@@ -222,8 +222,8 @@ The surface normal has a value of ``(0, -1)`` because this is a horizontal
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surface. When the ball collides, we take its remaining motion (the amount left
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over when it hits the surface) and reflect it using the normal. In Godot, the
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:ref:`Vector2 <class_Vector2>` class has a ``bounce()`` method to handle this.
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Here is a GDScript example of the diagram above using a :ref:`KinematicBody2D
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<class_KinematicBody2D>`:
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Here is a GDScript example of the diagram above using a :ref:`CharacterBody2D
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<class_CharacterBody2D>`:
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.. tabs::
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