import pygame pygame.init() win = pygame.display.set_mode((500,480)) pygame.display.set_caption("First Game") walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')] walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')] bg = pygame.image.load('bg.jpg') char = pygame.image.load('standing.png') x = 50 y = 400 width = 40 height = 60 vel = 5 clock = pygame.time.Clock() isJump = False jumpCount = 10 left = False right = False walkCount = 0 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)) walkCount = 0 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 not(isJump): 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()