I was recently making a platformer game in pygame (Python version: 3.8.5, Pygame version: 2.0.1).
I implemented a jump functionality where, whenever "a"
key or up key is pressed and the player is grounded.
Problem
But this was too unresponsive:
- I had to press the key 2 to 3 times before the jump happened.
Code
Below is the whole code of the project (admittedly a little bit messy):
import os
import sys
import pygame
from pygame.locals import *
# utility functions
# for drawing the collision box
def draw_collision_box(screen, rect):
pygame.draw.rect(screen, (0, 255, 0), rect, 1)
# getting collisions
def get_collisions(rect, tiles):
collisions = []
for tile in tiles:
if rect.colliderect(tile):
collisions.append(tile)
return collisions
# moving the player
def move(rect, movement, tiles):
collision_types = {"top": False, "bottom": False, "right": False, "left": False}
rect.x += movement[0]
collisions = get_collisions(rect, tiles)
for collision in collisions:
if movement[0] > 0:
rect.right = collision.left
collision_types["right"] = True
elif movement[0] < 0:
rect.left = collision.right
collision_types["left"] = True
rect.y += movement[1]
collisions = get_collisions(rect, tiles)
for collision in collisions:
if movement[1] > 0:
rect.bottom = collision.top
collision_types["bottom"] = True
elif movement[1] < 0:
rect.top = collision.bottom
collision_types["top"] = True
return rect, collision_types
# constants
FPS = 60
TILE_SIZE = 32
MAX_GRAVITY_SCL = 3
# initialize pygame
pygame.init()
# initializing the game window
WINDOW_SIZE = (400, 400)
screen = pygame.display.set_mode(WINDOW_SIZE)
pygame.display.set_caption("Platformer")
# clock
clock = pygame.time.Clock()
# player
player_image = pygame.image.load(os.path.join(
"assets", "platformer", "player.png")) # loading the player image
player_image = pygame.transform.scale(player_image, (16, 32)) # resizing the player image
player_image.set_colorkey((255, 255, 255)) # making the bg of the player transparent by setting the color key
moving_right = False # checking if the player is moving right
moving_left = False # checking if the player is moving left
player_xspeed = 4 # player speed on horizontal axis
player_ymomentum = 0 # initial momentum on vertical axis
gravitational_acc = 0.5 # constant gravitation acceleration
jump_force = 10 # jump force of the player
grounded = False # checking if the player is grounded
player_rect = pygame.Rect(
50, 50, player_image.get_width(), player_image.get_height()) # player rect for managing collisions
# tiles
grass_image = pygame.image.load(os.path.join(
"assets", "platformer", "grass.png")) # loading the grass image
dirt_image = pygame.image.load(os.path.join(
"assets", "platformer", "dirt.png")) # loading the dirt image
# resizing the tile images
grass_image = pygame.transform.scale(grass_image, (TILE_SIZE, TILE_SIZE))
dirt_image = pygame.transform.scale(dirt_image, (TILE_SIZE, TILE_SIZE))
# game map
game_map = [["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "2", "2", "2", "0", "0", "2", "2", "2", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "2", "2", "2", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "1", "1", "1", "0", "0", "0", "0", "0"],
["2", "2", "2", "2", "2", "2", "2", "2", "2", "2", "2", "2", "1", "1", "1", "2", "2", "2", "2", "2"],
["1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1"],
["1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1"]]
# game loop
while True:
# frames per second
clock.tick(FPS)
# filling the background with a solid color so that images doesn't make on top of each other
screen.fill((146, 244, 255))
# rendering images
screen.blit(player_image, (player_rect.x, player_rect.y))
# rendering the map
tiles = []
for y in range(len(game_map)):
for x in range(len(game_map[y])):
if game_map[y][x] == "1":
screen.blit(dirt_image, (x * TILE_SIZE, y * TILE_SIZE))
if game_map[y][x] == "2":
screen.blit(grass_image, (x * TILE_SIZE, y * TILE_SIZE))
if game_map[y][x] != "0":
tiles.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE))
# drawing the collision boxes for the tiles
# for tile in tiles:
# draw_collision_box(screen, tile)
# updating the game
movement = [0, 0]
if moving_right == True:
movement[0] += player_xspeed
if moving_left == True:
movement[0] -= player_xspeed
# gravity for the player
player_ymomentum += gravitational_acc
player_ymomentum = min(player_ymomentum, MAX_GRAVITY_SCL)
movement[1] += player_ymomentum
# updating player's position
player_rect, collision_types = move(player_rect, movement, tiles)
if collision_types["top"] or collision_types["bottom"]:
player_ymomentum = 0
grounded = collision_types["bottom"]
# drawing the collision rect of the player
# draw_collision_box(screen, player_rect)
# listening for events
for event in pygame.event.get():
if event.type == QUIT: # quit event
pygame.quit() # stop pygame
sys.exit() # quit the program
if event.type == KEYDOWN: # key input event
if (event.key == K_RIGHT or event.key == K_d):
moving_right = True
if (event.key == K_LEFT or event.key == K_a):
moving_left = True
if (event.key == K_UP or event.key == K_w) and grounded:
player_ymomentum = -jump_force
if event.type == KEYUP: # keyup input event
if (event.key == K_RIGHT or event.key == K_d):
moving_right = False
if (event.key == K_LEFT or event.key == K_a):
moving_left = False
# updating the display
pygame.display.update()
Can someone help me?