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()