Reputation: 67
Can someone please help me debug my code because I don't get why I cannot make my character do a double jump with multiple spacebars. When I ran the script, I could move up,down,left,right but once I press spacebar one time, the object flies out of the window.
The problem comes with this if statement so I'm guessing that this if statement keeps running and incrementing my jumpCount, which I can't comprehend because after pressing space one time shouldn't the keys[pygame.K_SPACE]
evaluate to true and then back to false again so this if statement shouldn't run unless I press another spacebar?
else:
if keys[pygame.K_SPACE]:
jumpCount += 5
number_to_compensate += 1
Here is my script:
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
pygame.display.set_caption("First Game")
x = 50
y = 50
width = 40
height = 60
vel = 5
isJump = False
jumpCount = 5 #To calculate the height I have to rise by
number_to_compensate = 0 #So the more times I press space(higher I jump) the more I have to fall by
run = True
while run:
pygame.time.delay(20)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and x > vel:
x -= vel
if keys[pygame.K_RIGHT] and x < 500 - vel - width:
x += vel
if not (isJump):
if keys[pygame.K_UP] and y > vel:
y -= vel
if keys[pygame.K_DOWN] and y < 500 - height - vel:
y += vel
if keys[pygame.K_SPACE]:
isJump = True
number_to_compensate += 1
else:
if keys[pygame.K_SPACE]:
jumpCount += 5
number_to_compensate += 1
if jumpCount >= -5 *number_to_compensate:
y -= (jumpCount * abs(jumpCount)) * 0.5
jumpCount -= 1
else:
jumpCount = 5
isJump = False
number_to_compensate = 0
win.fill((0, 0, 0))
pygame.draw.rect(win, (255, 0, 0), (x, y, width, height))
pygame.display.update()
pygame.quit()
Upvotes: 3
Views: 763
Reputation: 210909
To what you want you need to change some the jump algorithm. Calculate the jump based on an acceleration and a velocity.
Define constants for the gravity and jump acceleration:
PLAYER_ACC = 15
PLAYER_GRAV = 1
Use the keyboard events for the jump, instead of pygame.key.get_pressed()
. The keyboard events (see pygame.event module) occur only once when the state of a key changes. The KEYDOWN
event occurs once every time a key is pressed. KEYUP
occurs once every time a key is released. Use the keyboard events for a single action.
Set the jump acceleration when the space is pressed:
acc_y = PLAYER_GRAV
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
acc_y = -PLAYER_ACC
vel_y = 0
Change the velocity depending on the acceleration and the y coordinate depending on the velocity in every frame:
vel_y += acc_y
y += vel_y
Limit the y-coordinate by the ground:
if y + height > ground_y:
y = ground_y - height
vel_y = 0
acc_y = 0
Minimal example:
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
pygame.display.set_caption("First Game")
clock = pygame.time.Clock()
ground_y = 400
x, y = 200, ground_y
width, height = 40, 60
vel_x, vel_y = 5, 0
acc_y = 0
PLAYER_ACC = 15
PLAYER_GRAV = 1
run = True
while run:
acc_y = PLAYER_GRAV
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
acc_y = -PLAYER_ACC
vel_y = 0
keys = pygame.key.get_pressed()
x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel_x
x = max(0, min(500 - width, x))
vel_y += acc_y
y += vel_y
if y + height > ground_y:
y = ground_y - height
vel_y = 0
acc_y = 0
win.fill((0, 0, 0))
pygame.draw.rect(win, (255, 0, 0), (x, y, width, height))
pygame.display.update()
clock.tick(60)
pygame.quit()
Upvotes: 5