Jun-27-2018, 11:49 PM
I apologize if the formatting on this isn't 100% correct, this is my first post.
You can make your code simpler by taking this out. I think you thought this was speed: If the key is down, you wanted the object going 50 pixels / frame and if the key is released the object goes 0 pixels / frame. However in your code, you are changing the position each time a key is pressed. The object will move +-50 pixels if a key is pressed down and 0 pixels if the key is up. <<< and this is why you don't need this part of the code, because the object won't move anyway.
When I tested the changes, the block still jumps but it is smoother. I suspect it has to do something with the for loop going through events. I think when a key is pressed it adds an event so the list just keeps getting longer. That's just a guess though because I don't have any experience with pygame.
Hopefully this will help you find that bug!
(Jun-25-2018, 08:41 PM)keyfive Wrote:if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT: playerStartingx += 0
You can make your code simpler by taking this out. I think you thought this was speed: If the key is down, you wanted the object going 50 pixels / frame and if the key is released the object goes 0 pixels / frame. However in your code, you are changing the position each time a key is pressed. The object will move +-50 pixels if a key is pressed down and 0 pixels if the key is up. <<< and this is why you don't need this part of the code, because the object won't move anyway.
When I tested the changes, the block still jumps but it is smoother. I suspect it has to do something with the for loop going through events. I think when a key is pressed it adds an event so the list just keeps getting longer. That's just a guess though because I don't have any experience with pygame.
Hopefully this will help you find that bug!