Jump Buffer
Part of the Worlds section of Coddy's Pygame journey. Lesson 14 of 35.
Players press jump when they see the landing coming, often a few frames too early. With the jump in the KEYDOWN event, that press finds the player in the air and is lost. The player feels the game ignored them.
A jump buffer remembers the press for a few frames. The event only starts a timer:
elif event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
jump_timer = JUMP_BUFFEREach frame, before gravity, jump if the timer is still running and the player is on the ground, and count the timer down:
if jump_timer > 0 and on_ground:
vel_y = JUMP
jump_timer = 0
if jump_timer > 0:
jump_timer -= 1With JUMP_BUFFER = 6 a press counts for 6 frames, a tenth of a second: long enough to catch an early press, short enough that a press long before the landing does not jump by surprise. A press on the ground still jumps on the next frame.
Challenge
Hard- Add
JUMP_BUFFER = 6at the top andjump_timer = 0before the loop. - On a
KEYDOWNof Space or Up, setjump_timer = JUMP_BUFFERinstead of jumping. - Each frame, before gravity: when
jump_timer > 0andon_ground, setvel_y = JUMPandjump_timer = 0. Then, ifjump_timer > 0, take 1 off it.
Try it yourself
import pygame
TILE = 36
FLOOR = 324
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
pygame.init()
screen = pygame.display.set_mode((576, 360))
pygame.display.set_caption("Jump Buffer")
clock = pygame.time.Clock()
background = pygame.image.load("assets/backgrounds/clouds.png").convert_alpha()
grass_img = pygame.image.load("assets/images/grass.png").convert_alpha()
player_img = pygame.image.load("assets/images/player.png").convert_alpha()
player = player_img.get_rect(topleft=(264, 40))
vel_y = 0
on_ground = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
if on_ground:
vel_y = JUMP
elif event.type == pygame.KEYUP and event.key in (pygame.K_SPACE, pygame.K_UP):
if vel_y < -4:
vel_y = -4
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
player.x -= 4
if keys[pygame.K_RIGHT]:
player.x += 4
vel_y = min(vel_y + GRAVITY, MAX_FALL)
player.y += vel_y
on_ground = False
if player.bottom > FLOOR:
player.bottom = FLOOR
vel_y = 0
on_ground = True
for y in range(0, 360, 72):
for x in range(0, 576, 72):
screen.blit(background, (x, y))
for x in range(0, 576, TILE):
screen.blit(grass_img, (x, FLOOR))
screen.blit(player_img, player)
pygame.display.flip()
clock.tick(60)
pygame.quit()
This lesson includes a short quiz. Start the lesson to answer it and track your progress.
All lessons in Worlds
1Maps from Text
A Level in TextRows and ColumnsLetters With MeaningsWhere the Player StartsOne Screen at a Time3Gravity and Jumping
Falling With GravityJump From the GroundShort HopsA Top Falling SpeedJump BufferPractice on your own: Pygame playground