Reputation: 91
I was trying to create something along the lines of mario, this is far from perfect I know. Anyways, while trying to make the "jumping" method I ran into an issue - The jumping doesn't work the way I intended it to work. Whenether I click the space bar my red square moves up and down randomly, I have to press the spacebar and hold it to complete a jump and even then its not perfect. Sometimes when I hold the space bar for too long the red square will continue to jump again. Is there any way to solve this issue? I'd be very thankful for any help, thanks.
import pygame, time, math, random, sys
from pygame.locals import *
background = pygame.image.load("assets/MarioBackground.png")
def events():
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
W, H = 640, 400
HW, HH = W / 2, H / 2
AREA = W * H
FPS = 60
bg_x = 0
isJump = False
jumpCount = 10
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((W,H))
pygame.display.set_caption("Mario")
class Mario():
def __init__(self, x, y):
self.x = x
self.y = y
def draw(self):
pygame.draw.rect(screen, (255,0,0), (self.x, self.y, 40, 40))
def move(self):
global bg_x
if pressed_keys[K_RIGHT] and bg_x > -920:
if self.x > 490:
bg_x -= 5
else:
self.x += 5
if pressed_keys[K_LEFT] and self.x > 5:
self.x -= 5
def jump(self):
global jumpCount, isJump
if pressed_keys[K_SPACE]:
if jumpCount >= -10:
isJump = True
print(jumpCount)
neg = 1
if jumpCount < 0:
neg = -1
self.y -= (jumpCount ** 2) * 0.1 * neg
jumpCount -= 1
else:
isJump = False
jumpCount = 10
mario = Mario(50, 270)
while True:
clock.tick(FPS)
events()
pressed_keys = pygame.key.get_pressed()
screen.blit(background, (bg_x,0))
mario.move()
mario.draw()
mario.jump()
pygame.display.update()
Upvotes: 0
Views: 17911
Reputation: 20438
Just check if isJump
is true and then execute the jumping code in the jump
method. I also recommend adding the isJump
and jumpCount
as attributes to Mario
, so that you don't have to modify global variables.
To prevent the continuous jumping while Space is pressed, you have to handle the key press in the event queue. Then the jump action is triggered only once per key press not while the key is being held down.
import pygame, time, math, random, sys
from pygame.locals import *
background = pygame.Surface((640, 400))
background.fill((30, 90, 120))
W, H = 640, 400
HW, HH = W / 2, H / 2
AREA = W * H
FPS = 60
bg_x = 0
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((W,H))
class Mario():
def __init__(self, x, y):
self.x = x
self.y = y
# isJump and jumpCount should be attributes of Mario.
self.isJump = False
self.jumpCount = 10
def draw(self):
pygame.draw.rect(screen, (255,0,0), (self.x, self.y, 40, 40))
def move(self):
global bg_x
if pressed_keys[K_RIGHT] and bg_x > -920:
if self.x > 490:
bg_x -= 5
else:
self.x += 5
if pressed_keys[K_LEFT] and self.x > 5:
self.x -= 5
def jump(self):
# Check if mario is jumping and then execute the
# jumping code.
if self.isJump:
if self.jumpCount >= -10:
neg = 1
if self.jumpCount < 0:
neg = -1
self.y -= self.jumpCount**2 * 0.1 * neg
self.jumpCount -= 1
else:
self.isJump = False
self.jumpCount = 10
mario = Mario(50, 270)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
# Start to jump by setting isJump to True.
mario.isJump = True
clock.tick(FPS)
pressed_keys = pygame.key.get_pressed()
screen.blit(background, (bg_x,0))
mario.move()
mario.draw()
mario.jump()
pygame.display.update()
Upvotes: 3
Reputation: 16454
You can fix it by implementing the following rules:
Some code snippets:
Begin jump
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and self.y == 0:
isJump = True
End jump
if self.y == 0:
isJump = False
With this rules you can only jump, when you're on the floor. You don't need to hold the space bar and you won't jump a second time if you hold the space bar to long
Upvotes: 3