how do you create jumping in pygame for a sprite












0















I am struggling with finding a way to make the sprite jump in pygame. when i basically run the program now the sprite goes straight to the top of the screen and i just want it to do a normal jump. the jump is in a class and is a function. I have used KEYDOWN to check when its pressed to move it downwards.



import pygame
import random
import sys


pygame.init()
screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock() # A clock to limit the frame rate.
pygame.display.set_caption("this game")


class Background:
picture = pygame.image.load("C:/images/dunes.jpg").convert()
picture = pygame.transform.scale(picture, (1280, 720))

def __init__(self, x, y):
self.xpos = x
self.ypos = y

def draw(self):
# Blit the picture onto the screen surface.
# `self.picture` not just `picture`.
screen.blit(self.picture, (self.xpos, self.ypos))


class Monster:
picture = pygame.image.load("C:/pics/hammerhood.png").convert_alpha()
picture = pygame.transform.scale(picture, (200, 200))

def __init__(self, x, y):
self.xpos = x
self.ypos = y
# If you want to move continuously you need to set these
# attributes to the desired speed and then add them to
# self.xpos and self.ypos in an update method that should
# be called once each frame.
self.speed_x = 0
self.speed_y = 0

def update(self):
# Call this method each frame to update the positions.
self.xpos += self.speed_x
self.ypos += self.speed_y

# Not necessary anymore.
def move_left(self):
self.xpos -= 5 # -= not = -5 (augmented assignment).

def move_right(self):
self.xpos += 5 # += not = +5 (augmented assignment).

def jump(self): #vvvvvvv this is the part i do not know how to fix


# What do you want to do here?
#for x in range(1, 10):
#self.ypos -= 1 # -= not =-
# pygame.display.show() # There's no show method.

#for x in range(1, 10):
#self.ypos += 1
# pygame.display.show()

def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))


class Enemy: # Use upper camelcase names for classes.
picture = pygame.image.load("C:/pics/dangler_fish.png").convert_alpha()
picture = pygame.transform.scale(picture, (200, 200))

def __init__(self, x, y):
self.xpos = x
self.ypos = y

def teleport(self):
self.xpos = random.randint(1, 1280)
self.ypos= random.randint(1, 720)

def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))


# Create the instances before the while loop.
ice = Background(0, 0) # I pass 0, 0 so that it fills the whole screen.
hammerhood = Monster(200, 500)
fish = Enemy(0, 0)

while True:
# Handle events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Check if the `event.type` is KEYDOWN first.
elif event.type == pygame.KEYDOWN:
# Then check which `event.key` was pressed.
if event.key == pygame.K_d:
#hammerhood.move_right()
hammerhood.speed_x = 5
elif event.key == pygame.K_a:
#hammerhood.move_left()
hammerhood.speed_x = -5
elif event.key == pygame.K_w:
hammerhood.jump()
elif event.type == pygame.KEYUP:
# Stop moving when the keys are released.
if event.key == pygame.K_d and hammerhood.speed_x > 0:
hammerhood.speed_x = 0
elif event.key == pygame.K_a and hammerhood.speed_x < 0:
hammerhood.speed_x = 0

# Update the game.
hammerhood.update()
fish.teleport()

if hammerhood.xpos == 1280 or hammerhood.xpos == 0:
hammerhood.speed_x = 0

# Draw everything.
ice.draw() # Blit the background to clear the screen.
hammerhood.draw()
fish.draw()
pygame.display.flip()
clock.tick(60) # Limit the frame rate to 60 FPS.









share|improve this question





























    0















    I am struggling with finding a way to make the sprite jump in pygame. when i basically run the program now the sprite goes straight to the top of the screen and i just want it to do a normal jump. the jump is in a class and is a function. I have used KEYDOWN to check when its pressed to move it downwards.



    import pygame
    import random
    import sys


    pygame.init()
    screen = pygame.display.set_mode((1280, 720))
    clock = pygame.time.Clock() # A clock to limit the frame rate.
    pygame.display.set_caption("this game")


    class Background:
    picture = pygame.image.load("C:/images/dunes.jpg").convert()
    picture = pygame.transform.scale(picture, (1280, 720))

    def __init__(self, x, y):
    self.xpos = x
    self.ypos = y

    def draw(self):
    # Blit the picture onto the screen surface.
    # `self.picture` not just `picture`.
    screen.blit(self.picture, (self.xpos, self.ypos))


    class Monster:
    picture = pygame.image.load("C:/pics/hammerhood.png").convert_alpha()
    picture = pygame.transform.scale(picture, (200, 200))

    def __init__(self, x, y):
    self.xpos = x
    self.ypos = y
    # If you want to move continuously you need to set these
    # attributes to the desired speed and then add them to
    # self.xpos and self.ypos in an update method that should
    # be called once each frame.
    self.speed_x = 0
    self.speed_y = 0

    def update(self):
    # Call this method each frame to update the positions.
    self.xpos += self.speed_x
    self.ypos += self.speed_y

    # Not necessary anymore.
    def move_left(self):
    self.xpos -= 5 # -= not = -5 (augmented assignment).

    def move_right(self):
    self.xpos += 5 # += not = +5 (augmented assignment).

    def jump(self): #vvvvvvv this is the part i do not know how to fix


    # What do you want to do here?
    #for x in range(1, 10):
    #self.ypos -= 1 # -= not =-
    # pygame.display.show() # There's no show method.

    #for x in range(1, 10):
    #self.ypos += 1
    # pygame.display.show()

    def draw(self):
    screen.blit(self.picture, (self.xpos, self.ypos))


    class Enemy: # Use upper camelcase names for classes.
    picture = pygame.image.load("C:/pics/dangler_fish.png").convert_alpha()
    picture = pygame.transform.scale(picture, (200, 200))

    def __init__(self, x, y):
    self.xpos = x
    self.ypos = y

    def teleport(self):
    self.xpos = random.randint(1, 1280)
    self.ypos= random.randint(1, 720)

    def draw(self):
    screen.blit(self.picture, (self.xpos, self.ypos))


    # Create the instances before the while loop.
    ice = Background(0, 0) # I pass 0, 0 so that it fills the whole screen.
    hammerhood = Monster(200, 500)
    fish = Enemy(0, 0)

    while True:
    # Handle events.
    for event in pygame.event.get():
    if event.type == pygame.QUIT:
    pygame.quit()
    sys.exit()
    # Check if the `event.type` is KEYDOWN first.
    elif event.type == pygame.KEYDOWN:
    # Then check which `event.key` was pressed.
    if event.key == pygame.K_d:
    #hammerhood.move_right()
    hammerhood.speed_x = 5
    elif event.key == pygame.K_a:
    #hammerhood.move_left()
    hammerhood.speed_x = -5
    elif event.key == pygame.K_w:
    hammerhood.jump()
    elif event.type == pygame.KEYUP:
    # Stop moving when the keys are released.
    if event.key == pygame.K_d and hammerhood.speed_x > 0:
    hammerhood.speed_x = 0
    elif event.key == pygame.K_a and hammerhood.speed_x < 0:
    hammerhood.speed_x = 0

    # Update the game.
    hammerhood.update()
    fish.teleport()

    if hammerhood.xpos == 1280 or hammerhood.xpos == 0:
    hammerhood.speed_x = 0

    # Draw everything.
    ice.draw() # Blit the background to clear the screen.
    hammerhood.draw()
    fish.draw()
    pygame.display.flip()
    clock.tick(60) # Limit the frame rate to 60 FPS.









    share|improve this question



























      0












      0








      0








      I am struggling with finding a way to make the sprite jump in pygame. when i basically run the program now the sprite goes straight to the top of the screen and i just want it to do a normal jump. the jump is in a class and is a function. I have used KEYDOWN to check when its pressed to move it downwards.



      import pygame
      import random
      import sys


      pygame.init()
      screen = pygame.display.set_mode((1280, 720))
      clock = pygame.time.Clock() # A clock to limit the frame rate.
      pygame.display.set_caption("this game")


      class Background:
      picture = pygame.image.load("C:/images/dunes.jpg").convert()
      picture = pygame.transform.scale(picture, (1280, 720))

      def __init__(self, x, y):
      self.xpos = x
      self.ypos = y

      def draw(self):
      # Blit the picture onto the screen surface.
      # `self.picture` not just `picture`.
      screen.blit(self.picture, (self.xpos, self.ypos))


      class Monster:
      picture = pygame.image.load("C:/pics/hammerhood.png").convert_alpha()
      picture = pygame.transform.scale(picture, (200, 200))

      def __init__(self, x, y):
      self.xpos = x
      self.ypos = y
      # If you want to move continuously you need to set these
      # attributes to the desired speed and then add them to
      # self.xpos and self.ypos in an update method that should
      # be called once each frame.
      self.speed_x = 0
      self.speed_y = 0

      def update(self):
      # Call this method each frame to update the positions.
      self.xpos += self.speed_x
      self.ypos += self.speed_y

      # Not necessary anymore.
      def move_left(self):
      self.xpos -= 5 # -= not = -5 (augmented assignment).

      def move_right(self):
      self.xpos += 5 # += not = +5 (augmented assignment).

      def jump(self): #vvvvvvv this is the part i do not know how to fix


      # What do you want to do here?
      #for x in range(1, 10):
      #self.ypos -= 1 # -= not =-
      # pygame.display.show() # There's no show method.

      #for x in range(1, 10):
      #self.ypos += 1
      # pygame.display.show()

      def draw(self):
      screen.blit(self.picture, (self.xpos, self.ypos))


      class Enemy: # Use upper camelcase names for classes.
      picture = pygame.image.load("C:/pics/dangler_fish.png").convert_alpha()
      picture = pygame.transform.scale(picture, (200, 200))

      def __init__(self, x, y):
      self.xpos = x
      self.ypos = y

      def teleport(self):
      self.xpos = random.randint(1, 1280)
      self.ypos= random.randint(1, 720)

      def draw(self):
      screen.blit(self.picture, (self.xpos, self.ypos))


      # Create the instances before the while loop.
      ice = Background(0, 0) # I pass 0, 0 so that it fills the whole screen.
      hammerhood = Monster(200, 500)
      fish = Enemy(0, 0)

      while True:
      # Handle events.
      for event in pygame.event.get():
      if event.type == pygame.QUIT:
      pygame.quit()
      sys.exit()
      # Check if the `event.type` is KEYDOWN first.
      elif event.type == pygame.KEYDOWN:
      # Then check which `event.key` was pressed.
      if event.key == pygame.K_d:
      #hammerhood.move_right()
      hammerhood.speed_x = 5
      elif event.key == pygame.K_a:
      #hammerhood.move_left()
      hammerhood.speed_x = -5
      elif event.key == pygame.K_w:
      hammerhood.jump()
      elif event.type == pygame.KEYUP:
      # Stop moving when the keys are released.
      if event.key == pygame.K_d and hammerhood.speed_x > 0:
      hammerhood.speed_x = 0
      elif event.key == pygame.K_a and hammerhood.speed_x < 0:
      hammerhood.speed_x = 0

      # Update the game.
      hammerhood.update()
      fish.teleport()

      if hammerhood.xpos == 1280 or hammerhood.xpos == 0:
      hammerhood.speed_x = 0

      # Draw everything.
      ice.draw() # Blit the background to clear the screen.
      hammerhood.draw()
      fish.draw()
      pygame.display.flip()
      clock.tick(60) # Limit the frame rate to 60 FPS.









      share|improve this question
















      I am struggling with finding a way to make the sprite jump in pygame. when i basically run the program now the sprite goes straight to the top of the screen and i just want it to do a normal jump. the jump is in a class and is a function. I have used KEYDOWN to check when its pressed to move it downwards.



      import pygame
      import random
      import sys


      pygame.init()
      screen = pygame.display.set_mode((1280, 720))
      clock = pygame.time.Clock() # A clock to limit the frame rate.
      pygame.display.set_caption("this game")


      class Background:
      picture = pygame.image.load("C:/images/dunes.jpg").convert()
      picture = pygame.transform.scale(picture, (1280, 720))

      def __init__(self, x, y):
      self.xpos = x
      self.ypos = y

      def draw(self):
      # Blit the picture onto the screen surface.
      # `self.picture` not just `picture`.
      screen.blit(self.picture, (self.xpos, self.ypos))


      class Monster:
      picture = pygame.image.load("C:/pics/hammerhood.png").convert_alpha()
      picture = pygame.transform.scale(picture, (200, 200))

      def __init__(self, x, y):
      self.xpos = x
      self.ypos = y
      # If you want to move continuously you need to set these
      # attributes to the desired speed and then add them to
      # self.xpos and self.ypos in an update method that should
      # be called once each frame.
      self.speed_x = 0
      self.speed_y = 0

      def update(self):
      # Call this method each frame to update the positions.
      self.xpos += self.speed_x
      self.ypos += self.speed_y

      # Not necessary anymore.
      def move_left(self):
      self.xpos -= 5 # -= not = -5 (augmented assignment).

      def move_right(self):
      self.xpos += 5 # += not = +5 (augmented assignment).

      def jump(self): #vvvvvvv this is the part i do not know how to fix


      # What do you want to do here?
      #for x in range(1, 10):
      #self.ypos -= 1 # -= not =-
      # pygame.display.show() # There's no show method.

      #for x in range(1, 10):
      #self.ypos += 1
      # pygame.display.show()

      def draw(self):
      screen.blit(self.picture, (self.xpos, self.ypos))


      class Enemy: # Use upper camelcase names for classes.
      picture = pygame.image.load("C:/pics/dangler_fish.png").convert_alpha()
      picture = pygame.transform.scale(picture, (200, 200))

      def __init__(self, x, y):
      self.xpos = x
      self.ypos = y

      def teleport(self):
      self.xpos = random.randint(1, 1280)
      self.ypos= random.randint(1, 720)

      def draw(self):
      screen.blit(self.picture, (self.xpos, self.ypos))


      # Create the instances before the while loop.
      ice = Background(0, 0) # I pass 0, 0 so that it fills the whole screen.
      hammerhood = Monster(200, 500)
      fish = Enemy(0, 0)

      while True:
      # Handle events.
      for event in pygame.event.get():
      if event.type == pygame.QUIT:
      pygame.quit()
      sys.exit()
      # Check if the `event.type` is KEYDOWN first.
      elif event.type == pygame.KEYDOWN:
      # Then check which `event.key` was pressed.
      if event.key == pygame.K_d:
      #hammerhood.move_right()
      hammerhood.speed_x = 5
      elif event.key == pygame.K_a:
      #hammerhood.move_left()
      hammerhood.speed_x = -5
      elif event.key == pygame.K_w:
      hammerhood.jump()
      elif event.type == pygame.KEYUP:
      # Stop moving when the keys are released.
      if event.key == pygame.K_d and hammerhood.speed_x > 0:
      hammerhood.speed_x = 0
      elif event.key == pygame.K_a and hammerhood.speed_x < 0:
      hammerhood.speed_x = 0

      # Update the game.
      hammerhood.update()
      fish.teleport()

      if hammerhood.xpos == 1280 or hammerhood.xpos == 0:
      hammerhood.speed_x = 0

      # Draw everything.
      ice.draw() # Blit the background to clear the screen.
      hammerhood.draw()
      fish.draw()
      pygame.display.flip()
      clock.tick(60) # Limit the frame rate to 60 FPS.






      python pygame sprite






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      share|improve this question




      share|improve this question








      edited Nov 13 '18 at 21:52









      skrx

      15.6k31834




      15.6k31834










      asked Nov 13 '18 at 20:44







      user10632736































          1 Answer
          1






          active

          oldest

          votes


















          0














          Just add a GRAVITY constant and add it to the self.speed_y each frame to accelerate the player.



          GRAVITY = .9  # Define this in the global scope.


          # The Monster's update method.
          def update(self):
          self.speed_y += GRAVITY # Accelerate downwards.
          self.xpos += self.speed_x
          self.ypos += self.speed_y

          # Stop falling at the bottom of the screen.
          if self.ypos >= 520:
          self.ypos = 520
          self.speed_y = 0
          self.on_ground = True


          Set the self.speed_y to a negative value when you start to jump:



          def jump(self):
          if self.on_ground: # This prevents air jumps.
          self.on_ground = False
          self.speed_y = -25





          share|improve this answer


























          • when it says if self.on_ground is it checking when it was has a Boolean value of true or false

            – user10632736
            Nov 14 '18 at 20:28











          • if GRAVITY is .9 (0.9 I am guessing), then if it is misusing 25 that only goes up a small bit, but when i run it it looks like it goes up by about 200 pixels and not 25

            – user10632736
            Nov 15 '18 at 16:41











          • The GRAVITY and self.speed_y = -25 values are pretty much arbitrary (it looked okay when I tested your game). Setting the self.speed_y doesn't move the sprite up 25 pixels, it sets the speed that is added to the position every frame. So without the GRAVITY it would move up 25 pixels all the time, but since the GRAVITY is added to the self.speed_y, it accelerates the object a bit more downwards each frame until it starts to fall again.

            – skrx
            Nov 17 '18 at 11:44











          • so how does the gravity affect the self.spped_y

            – user10632736
            Nov 18 '18 at 16:49











          • The gravity increases the speed each frame. When the speed is positive, the sprite moves downwards, when the speed is negative, the sprite moves upwards.

            – skrx
            Nov 18 '18 at 16:57











          Your Answer






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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          0














          Just add a GRAVITY constant and add it to the self.speed_y each frame to accelerate the player.



          GRAVITY = .9  # Define this in the global scope.


          # The Monster's update method.
          def update(self):
          self.speed_y += GRAVITY # Accelerate downwards.
          self.xpos += self.speed_x
          self.ypos += self.speed_y

          # Stop falling at the bottom of the screen.
          if self.ypos >= 520:
          self.ypos = 520
          self.speed_y = 0
          self.on_ground = True


          Set the self.speed_y to a negative value when you start to jump:



          def jump(self):
          if self.on_ground: # This prevents air jumps.
          self.on_ground = False
          self.speed_y = -25





          share|improve this answer


























          • when it says if self.on_ground is it checking when it was has a Boolean value of true or false

            – user10632736
            Nov 14 '18 at 20:28











          • if GRAVITY is .9 (0.9 I am guessing), then if it is misusing 25 that only goes up a small bit, but when i run it it looks like it goes up by about 200 pixels and not 25

            – user10632736
            Nov 15 '18 at 16:41











          • The GRAVITY and self.speed_y = -25 values are pretty much arbitrary (it looked okay when I tested your game). Setting the self.speed_y doesn't move the sprite up 25 pixels, it sets the speed that is added to the position every frame. So without the GRAVITY it would move up 25 pixels all the time, but since the GRAVITY is added to the self.speed_y, it accelerates the object a bit more downwards each frame until it starts to fall again.

            – skrx
            Nov 17 '18 at 11:44











          • so how does the gravity affect the self.spped_y

            – user10632736
            Nov 18 '18 at 16:49











          • The gravity increases the speed each frame. When the speed is positive, the sprite moves downwards, when the speed is negative, the sprite moves upwards.

            – skrx
            Nov 18 '18 at 16:57
















          0














          Just add a GRAVITY constant and add it to the self.speed_y each frame to accelerate the player.



          GRAVITY = .9  # Define this in the global scope.


          # The Monster's update method.
          def update(self):
          self.speed_y += GRAVITY # Accelerate downwards.
          self.xpos += self.speed_x
          self.ypos += self.speed_y

          # Stop falling at the bottom of the screen.
          if self.ypos >= 520:
          self.ypos = 520
          self.speed_y = 0
          self.on_ground = True


          Set the self.speed_y to a negative value when you start to jump:



          def jump(self):
          if self.on_ground: # This prevents air jumps.
          self.on_ground = False
          self.speed_y = -25





          share|improve this answer


























          • when it says if self.on_ground is it checking when it was has a Boolean value of true or false

            – user10632736
            Nov 14 '18 at 20:28











          • if GRAVITY is .9 (0.9 I am guessing), then if it is misusing 25 that only goes up a small bit, but when i run it it looks like it goes up by about 200 pixels and not 25

            – user10632736
            Nov 15 '18 at 16:41











          • The GRAVITY and self.speed_y = -25 values are pretty much arbitrary (it looked okay when I tested your game). Setting the self.speed_y doesn't move the sprite up 25 pixels, it sets the speed that is added to the position every frame. So without the GRAVITY it would move up 25 pixels all the time, but since the GRAVITY is added to the self.speed_y, it accelerates the object a bit more downwards each frame until it starts to fall again.

            – skrx
            Nov 17 '18 at 11:44











          • so how does the gravity affect the self.spped_y

            – user10632736
            Nov 18 '18 at 16:49











          • The gravity increases the speed each frame. When the speed is positive, the sprite moves downwards, when the speed is negative, the sprite moves upwards.

            – skrx
            Nov 18 '18 at 16:57














          0












          0








          0







          Just add a GRAVITY constant and add it to the self.speed_y each frame to accelerate the player.



          GRAVITY = .9  # Define this in the global scope.


          # The Monster's update method.
          def update(self):
          self.speed_y += GRAVITY # Accelerate downwards.
          self.xpos += self.speed_x
          self.ypos += self.speed_y

          # Stop falling at the bottom of the screen.
          if self.ypos >= 520:
          self.ypos = 520
          self.speed_y = 0
          self.on_ground = True


          Set the self.speed_y to a negative value when you start to jump:



          def jump(self):
          if self.on_ground: # This prevents air jumps.
          self.on_ground = False
          self.speed_y = -25





          share|improve this answer















          Just add a GRAVITY constant and add it to the self.speed_y each frame to accelerate the player.



          GRAVITY = .9  # Define this in the global scope.


          # The Monster's update method.
          def update(self):
          self.speed_y += GRAVITY # Accelerate downwards.
          self.xpos += self.speed_x
          self.ypos += self.speed_y

          # Stop falling at the bottom of the screen.
          if self.ypos >= 520:
          self.ypos = 520
          self.speed_y = 0
          self.on_ground = True


          Set the self.speed_y to a negative value when you start to jump:



          def jump(self):
          if self.on_ground: # This prevents air jumps.
          self.on_ground = False
          self.speed_y = -25






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 13 '18 at 23:27

























          answered Nov 13 '18 at 22:04









          skrxskrx

          15.6k31834




          15.6k31834













          • when it says if self.on_ground is it checking when it was has a Boolean value of true or false

            – user10632736
            Nov 14 '18 at 20:28











          • if GRAVITY is .9 (0.9 I am guessing), then if it is misusing 25 that only goes up a small bit, but when i run it it looks like it goes up by about 200 pixels and not 25

            – user10632736
            Nov 15 '18 at 16:41











          • The GRAVITY and self.speed_y = -25 values are pretty much arbitrary (it looked okay when I tested your game). Setting the self.speed_y doesn't move the sprite up 25 pixels, it sets the speed that is added to the position every frame. So without the GRAVITY it would move up 25 pixels all the time, but since the GRAVITY is added to the self.speed_y, it accelerates the object a bit more downwards each frame until it starts to fall again.

            – skrx
            Nov 17 '18 at 11:44











          • so how does the gravity affect the self.spped_y

            – user10632736
            Nov 18 '18 at 16:49











          • The gravity increases the speed each frame. When the speed is positive, the sprite moves downwards, when the speed is negative, the sprite moves upwards.

            – skrx
            Nov 18 '18 at 16:57



















          • when it says if self.on_ground is it checking when it was has a Boolean value of true or false

            – user10632736
            Nov 14 '18 at 20:28











          • if GRAVITY is .9 (0.9 I am guessing), then if it is misusing 25 that only goes up a small bit, but when i run it it looks like it goes up by about 200 pixels and not 25

            – user10632736
            Nov 15 '18 at 16:41











          • The GRAVITY and self.speed_y = -25 values are pretty much arbitrary (it looked okay when I tested your game). Setting the self.speed_y doesn't move the sprite up 25 pixels, it sets the speed that is added to the position every frame. So without the GRAVITY it would move up 25 pixels all the time, but since the GRAVITY is added to the self.speed_y, it accelerates the object a bit more downwards each frame until it starts to fall again.

            – skrx
            Nov 17 '18 at 11:44











          • so how does the gravity affect the self.spped_y

            – user10632736
            Nov 18 '18 at 16:49











          • The gravity increases the speed each frame. When the speed is positive, the sprite moves downwards, when the speed is negative, the sprite moves upwards.

            – skrx
            Nov 18 '18 at 16:57

















          when it says if self.on_ground is it checking when it was has a Boolean value of true or false

          – user10632736
          Nov 14 '18 at 20:28





          when it says if self.on_ground is it checking when it was has a Boolean value of true or false

          – user10632736
          Nov 14 '18 at 20:28













          if GRAVITY is .9 (0.9 I am guessing), then if it is misusing 25 that only goes up a small bit, but when i run it it looks like it goes up by about 200 pixels and not 25

          – user10632736
          Nov 15 '18 at 16:41





          if GRAVITY is .9 (0.9 I am guessing), then if it is misusing 25 that only goes up a small bit, but when i run it it looks like it goes up by about 200 pixels and not 25

          – user10632736
          Nov 15 '18 at 16:41













          The GRAVITY and self.speed_y = -25 values are pretty much arbitrary (it looked okay when I tested your game). Setting the self.speed_y doesn't move the sprite up 25 pixels, it sets the speed that is added to the position every frame. So without the GRAVITY it would move up 25 pixels all the time, but since the GRAVITY is added to the self.speed_y, it accelerates the object a bit more downwards each frame until it starts to fall again.

          – skrx
          Nov 17 '18 at 11:44





          The GRAVITY and self.speed_y = -25 values are pretty much arbitrary (it looked okay when I tested your game). Setting the self.speed_y doesn't move the sprite up 25 pixels, it sets the speed that is added to the position every frame. So without the GRAVITY it would move up 25 pixels all the time, but since the GRAVITY is added to the self.speed_y, it accelerates the object a bit more downwards each frame until it starts to fall again.

          – skrx
          Nov 17 '18 at 11:44













          so how does the gravity affect the self.spped_y

          – user10632736
          Nov 18 '18 at 16:49





          so how does the gravity affect the self.spped_y

          – user10632736
          Nov 18 '18 at 16:49













          The gravity increases the speed each frame. When the speed is positive, the sprite moves downwards, when the speed is negative, the sprite moves upwards.

          – skrx
          Nov 18 '18 at 16:57





          The gravity increases the speed each frame. When the speed is positive, the sprite moves downwards, when the speed is negative, the sprite moves upwards.

          – skrx
          Nov 18 '18 at 16:57


















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