import pygame pygame.init() win = pygame.display.set_mode((500, 480)) pygame.display.set_caption("First Game") clock = pygame.time.Clock() # Shit vars x, y = 200, 410 width, height = 40, 60 vel = 5 isJump = False jumpCount = 10 # Animation Vars left = False right = False walkCount = 0 # https://www.techwithtim.net/tutorials/game-development-with-python/pygame-tutorial/optimization walkRight = [ pygame.image.load("Images/R1.png"), pygame.image.load("Images/R2.png"), pygame.image.load("Images/R3.png"), pygame.image.load("Images/R4.png"), pygame.image.load("Images/R5.png"), pygame.image.load("Images/R6.png"), pygame.image.load("Images/R7.png"), pygame.image.load("Images/R8.png"), pygame.image.load("Images/R9.png"), ] walkLeft = [ pygame.image.load("Images/L1.png"), pygame.image.load("Images/L2.png"), pygame.image.load("Images/L3.png"), pygame.image.load("Images/L4.png"), pygame.image.load("Images/L5.png"), pygame.image.load("Images/L6.png"), pygame.image.load("Images/L7.png"), pygame.image.load("Images/L8.png"), pygame.image.load("Images/L9.png"), ] bg = pygame.image.load("Images/bg.jpg") char = pygame.image.load("Images/standing.png") def redrawGameWindow(): global walkCount win.blit(bg, (0, 0)) if walkCount + 1 >= 27: walkCount = 0 if left: win.blit(walkLeft[walkCount // 3], (x, y)) walkCount += 1 elif right: win.blit(walkRight[walkCount // 3], (x, y)) walkCount += 1 else: win.blit(char, (x, y)) pygame.display.update() run = True while run: clock.tick(27) 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 left = True right = False elif keys[pygame.K_RIGHT] and x < 500 - vel - width: x += vel left = False right = True else: left = False right = False walkCount = 0 if isJump is False: if keys[pygame.K_SPACE]: isJump = True left = False right = False walkCount = 0 else: if jumpCount >= -10: y -= (jumpCount * abs(jumpCount)) * 0.5 jumpCount -= 1 else: jumpCount = 10 isJump = False redrawGameWindow() pygame.quit()