I am trying to make an image jump. I when I press the up arrow it goes up until it arrives at a certain position on the Y axis and starts going down. But I have a problem, the image is able to jump infinitely in the air kind of like flappy bird. I would like it to be only able to jump when it arrives at the jump. Here is my code for now:
#Variables
display_width = 900
display_height = 800
gameName = 'Slash'
#Settings
gameTitle = pygame.display.set_caption(gameName)
wn = pygame.display.set_mode((display_width, display_height))
clock = pygame.time.Clock()
#Game Loop
def gameLoop():
#stick man
manImg = pygame.image.load('blueStickman.png')
man_width = 58
man_height = 146
Xchange = 0
Ychange = 0
x = (display_width/2) - (man_width/2) + 1
y = display_height - man_height
def man(x,y):
wn.blit(manImg, (x,y))
while True:
wn.fill(white)
man(x,y)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_x:
pygame.display.quit()
pygame.quit()
if event.key == pygame.K_UP:
Ychange = -5
if event.key == pygame.K_LEFT:
Xchange = -4
if event.key == pygame.K_RIGHT:
Xchange = 4
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
Ychange = -5
if event.key == pygame.K_LEFT:
Xchange = 0
if event.key == pygame.K_RIGHT:
Xchange = 0
x += Xchange
y += Ychange
if y <= 385:
Ychange = 5
if y >= display_height - man_height:
Ychange = 0
clock.tick(60)
gameLoop()
Hope you can help and thanks if you can!
First of all I recommend to use pygame.key.get_pressed()
for the left and right movement of the player, rather than the KEYDOWN
and KEYUP
event:
keys = pygame.key.get_pressed()
Xchange = 0
if keys[pygame.K_LEFT]:
Xchange -= 4
if keys[pygame.K_RIGHT]:
Xchange += 4
Define the ground level of the payer:
y = display_height - man_height
ground_y = y
Evaluate if the player is on the ground in the main application loop and discard jumping if the player is not on the ground:
while True:
# [...]
on_ground = y == ground_y
for event in pygame.event.get():
# [...]
if event.type == pygame.KEYDOWN:
# [...]
if event.key == pygame.K_UP and on_ground:
Ychange = -5
See the example:
import pygame
white = (255, 255, 255)
#Variables
display_width = 900
display_height = 800
gameName = 'Slash'
#Settings
gameTitle = pygame.display.set_caption(gameName)
wn = pygame.display.set_mode((display_width, display_height))
clock = pygame.time.Clock()
#Game Loop
def gameLoop():
#stick man
manImg = pygame.image.load('blueStickman.png')
man_width, man_height = 58, 156
Xchange, Ychange = 0, 0
x = (display_width/2) - (man_width/2) + 1
y = display_height - man_height
ground_y = y
def man(x,y):
wn.blit(manImg, (x,y))
while True:
wn.fill(white)
man(x,y)
pygame.display.update()
on_ground = y == ground_y
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_x:
pygame.display.quit()
pygame.quit()
if event.key == pygame.K_UP and on_ground:
Ychange = -5
keys = pygame.key.get_pressed()
Xchange = 0
if keys[pygame.K_LEFT]:
Xchange -= 4
if keys[pygame.K_RIGHT]:
Xchange += 4
x += Xchange
y += Ychange
if y <= 385:
Ychange = 5
if y >= display_height - man_height:
Ychange = 0
clock.tick(60)
gameLoop()