I'm doing well with my first game that I'm making and I had no problem with understanding, how to do something but now, I don't even have a clue about How to accelerate my character.
def move(rect, movement, tiles):
collision_types = {'top': False, 'bottom': False, 'right': False, 'left': False}
rect.x += movement[0]
hit_list = collision_test(rect, tiles)
for tile in hit_list:
if movement[0] > 0:
rect.right = tile.left
elif movement[0] < 0:
rect.left = tile.right
collision_types['left'] = True
rect.y += movement[1]
hit_list = collision_test(rect, tiles)
for tile in hit_list:
if movement[1] > 0:
rect.bottom = tile.top
collision_types['bottom'] = True
elif movement[1] < 0:
rect.top = tile.bottom
collision_types['top'] = True
return rect, collision_types
player_movement = [0, 0]
if moving_right == True:
player_movement[0] += 2
if moving_left == True:
player_movement[0] -= 2
player_movement[1] += vertical_momentum
vertical_momentum += 0.3
if vertical_momentum > 3:
vertical_momentum = 3
player_rect, collisions = move(player_rect, player_movement, tile_rects)
if collisions['bottom'] == True:
air_timer = 0
vertical_momentum = 0
else:
air_timer += 1
display.blit(player_img, (player_rect.x - scroll[0], player_rect.y - scroll[1]))
for event in pygame.event.get(): # event loop
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_RIGHT:
moving_right = True
if event.key == K_LEFT:
moving_left = True
if event.key == K_UP:
if air_timer < 6:
vertical_momentum = -5
if event.type == KEYUP:
if event.key == K_RIGHT:
moving_right = False
if event.key == K_LEFT:
moving_left = False
screen.blit(pygame.transform.scale(display, WINDOW_SIZE), (0, 0))
pygame.display.update()
clock.tick(60)
(initial speed is 2 player_movement[0] += 2). I'm thinking about doing it like - > add 0.1 speed every 0.1 second or every 1 tick so it smooth and make it maximally reach to 5.
I was looking at car related games but they are to different.