Reputation: 77
Okay, so I was able to add walking animations to the right and the left on my main file, but when I basically copy/pasted/changed the names for adding jump, it doesn't work.
I went ahead and made a copy of my main file, just without the walking animations. I went ahead and tried just doing the jump animation, and even though I copied everything from the same tutorial as I used for the walking, it still doesn't work.
I've been trying to figure this out since last night from like 8 pm. Is there a different way for jump animations to work? See below for the code of THE COPY, so no walking animations. I get no errors, the player can walk left and right, and jump as well.
import pygame
import os
x = 90
y = 60
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (x, y)
def player_jump_animation():
"""Adding collision block to each right jump animation"""
new_player = player_frames_jump[player_jump_index]
new_player_rect = new_player.get_rect(
center=(player_rect.centerx, player_rect.centery))
return new_player, new_player_rect
pygame.init()
screen = pygame.display.set_mode((1000, 1000))
clock = pygame.time.Clock()
player_movement = 720
isJump = False
jumpCount = 10
bg_surface = pygame.image.load('assets/camp_bg.png').convert()
bg_surface = pygame.transform.scale2x(bg_surface)
player_idle = pygame.transform.scale2x(pygame.image.load(
'assets/IDLE_000.png').convert_alpha())
player_jump0 = pygame.transform.scale2x(
pygame.image.load('assets/JUMP_000.png').convert_alpha())
player_jump1 = pygame.transform.scale2x(
pygame.image.load('assets/JUMP_001.png').convert_alpha())
player_jump2 = pygame.transform.scale2x(
pygame.image.load('assets/JUMP_002.png').convert_alpha())
player_jump3 = pygame.transform.scale2x(
pygame.image.load('assets/JUMP_003.png').convert_alpha())
player_jump4 = pygame.transform.scale2x(
pygame.image.load('assets/JUMP_004.png').convert_alpha())
player_jump5 = pygame.transform.scale2x(
pygame.image.load('assets/JUMP_005.png').convert_alpha())
player_jump6 = pygame.transform.scale2x(
pygame.image.load('assets/JUMP_006.png').convert_alpha())
player_frames_jump = [player_jump0, player_jump1, player_jump2,
player_jump3, player_jump4, player_jump5, player_jump6]
player_jump_index = 3
player_surface = player_frames_jump[player_jump_index]
player_rect = player_surface.get_rect(center=(300, 512))
PLAYERJUMP = pygame.USEREVENT
pygame.time.set_timer(PLAYERJUMP, 120)
run = True
while run:
keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == PLAYERJUMP:
if player_jump_index < 6:
player_jump_index += 1
else:
player_jump_index = 0
# Setting jump animation
player_jump, player_rect = player_jump_animation()
if keys[pygame.K_LEFT] and player_rect.centerx > 0 + 35:
# If I speed up, player looks like sliding
player_rect.centerx -= 5
if keys[pygame.K_RIGHT] and player_rect.centerx < 1000 - 35:
# If I speed up, player looks like sliding
player_rect.centerx += 5
if not(isJump):
if keys[pygame.K_UP]:
isJump = True
else:
if jumpCount >= -10:
neg = 1
if jumpCount < 0:
neg = -1
player_movement -= (jumpCount ** 2) * 0.1 * neg
jumpCount -= 0.5
# This will execute when jump is finished
else:
# Resetting Variables
jumpCount = 10
isJump = False
pygame.display.update()
clock.tick(60)
screen.blit(bg_surface, (0, 0))
player_rect.centery = player_movement
screen.blit(player_idle, player_rect)
pygame.quit()
Upvotes: 0
Views: 101
Reputation: 210909
You have to draw the Surface referenced by player_jump
, if the player is jumping:
while run:
# [...]
screen.blit(bg_surface, (0, 0))
player_rect.centery = player_movement
if isJump:
screen.blit(player_jump, player_rect)
else:
screen.blit(player_idle, player_rect)
# [...]
Upvotes: 1