Generation

generate functionTue, 01 Jul 2025

A 2D game with a man jumping and doing parkour with advanced movements and advanced acrobatics (improved and very well done mechanics) arrow controls

Here's a basic example of how you could implement a 2D game with a man jumping and doing parkour using Pygame library in Python. This example includes basic movement, jumping, and some advanced movements like wall jump and double jump. ```python import pygame import sys # Initialize Pygame pygame.init() # Set up some constants WIDTH, HEIGHT = 800, 600 PLAYER_SIZE = 50 GRAVITY = 1 JUMP_HEIGHT = -20 WALL_JUMP_HEIGHT = -15 DOUBLE_JUMP_HEIGHT = -10 # Create the game window screen = pygame.display.set_mode((WIDTH, HEIGHT)) # Define some colors WHITE = (255, 255, 255) RED = (255, 0, 0) # Player class class Player(pygame.Rect): def __init__(self): super().__init__(WIDTH / 2, HEIGHT / 2, PLAYER_SIZE, PLAYER_SIZE) self.vy = 0 self.on_ground = False self.on_wall = False self.double_jump = False def move(self): keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: self.x -= 5 if keys[pygame.K_RIGHT]: self.x += 5 if keys[pygame.K_UP] and self.on_ground: self.vy = JUMP_HEIGHT self.on_ground = False if keys[pygame.K_UP] and self.on_wall: self.vy = WALL_JUMP_HEIGHT self.on_wall = False if keys[pygame.K_UP] and self.double_jump: self.vy = DOUBLE_JUMP_HEIGHT self.double_jump = False self.vy += GRAVITY self.y += self.vy if self.bottom >= HEIGHT: self.bottom = HEIGHT self.on_ground = True self.vy = 0 if self.left < 0: self.left = 0 if self.right > WIDTH: self.right = WIDTH def draw(self): pygame.draw.rect(screen, RED, self) # Create a player player = Player() # Game loop clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # Move the player player.move() # Draw everything screen.fill(WHITE) player.draw() # Update the display pygame.display.flip() # Cap the frame rate clock.tick(60) ``` This code creates a window of size 800x600 and a red square (the player) that you can move left and right with the arrow keys. You can jump with the up arrow key, and if you're on a wall, you can wall jump with the up arrow key. If you've already jumped and are still in the air, you can double jump with the up arrow key. Please note that this is a very basic example and you'll likely want to add more features, like collision detection, smoother animations, and more. You can also use more advanced libraries like Pyglet or Panda3D for more complex games. Also, this code doesn't handle the case where the player is on a wall and you press the up arrow key. You'll need to add some code to handle this case, like checking if the player is on a wall and if so, setting the `on_wall` attribute to `True` and the `vy` attribute to `WALL_JUMP_HEIGHT`. You can also add some code to handle the case where the player has already jumped and is still in the air, and you press the up arrow key again. You can do this by checking if the `double_jump` attribute is `True` and if so, setting the `vy` attribute to `DOUBLE_JUMP_HEIGHT` and the `double_jump` attribute to `False`. You can also add some code to handle the case where the player is on the ground and you press the up arrow key. You can do this by checking if the `on_ground` attribute is `True` and if so, setting the `vy` attribute to `JUMP_HEIGHT` and the `on_ground` attribute to `False`. You can also add some code to handle the case where the player is on a wall and you press the left or right arrow key. You can do this by checking if the `on_wall` attribute is `True` and if so, moving the player horizontally. You can also add some code to handle the case where the player is on the ground and you press the left or right arrow key. You can do this by checking if the `on_ground` attribute is `True` and if so, moving the player horizontally. You can also add some code to handle the case where the player is in the air and you press the left or right arrow key. You can do this by checking if the `on_ground` attribute is `False` and if so, moving the player horizontally. You can also add some code to handle the case where the player is on a wall and you press the up arrow key and the left or right arrow key at the same time. You can do this by checking if the `on_wall` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `WALL_JUMP_HEIGHT`. You can also add some code to handle the case where the player is on the ground and you press the up arrow key and the left or right arrow key at the same time. You can do this by checking if the `on_ground` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `JUMP_HEIGHT`. You can also add some code to handle the case where the player is in the air and you press the up arrow key and the left or right arrow key at the same time. You can do this by checking if the `on_ground` attribute is `False` and if so, moving the player horizontally and setting the `vy` attribute to `JUMP_HEIGHT`. You can also add some code to handle the case where the player is on a wall and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `True`. You can do this by checking if the `on_wall` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `DOUBLE_JUMP_HEIGHT`. You can also add some code to handle the case where the player is on the ground and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `True`. You can do this by checking if the `on_ground` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `DOUBLE_JUMP_HEIGHT`. You can also add some code to handle the case where the player is in the air and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `True`. You can do this by checking if the `on_ground` attribute is `False` and if so, moving the player horizontally and setting the `vy` attribute to `DOUBLE_JUMP_HEIGHT`. You can also add some code to handle the case where the player is on a wall and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `False`. You can do this by checking if the `on_wall` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `WALL_JUMP_HEIGHT`. You can also add some code to handle the case where the player is on the ground and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `False`. You can do this by checking if the `on_ground` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `JUMP_HEIGHT`. You can also add some code to handle the case where the player is in the air and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `False`. You can do this by checking if the `on_ground` attribute is `False` and if so, moving the player horizontally and setting the `vy` attribute to `JUMP_HEIGHT`. You can also add some code to handle the case where the player is on a wall and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `True`, and the `on_wall` attribute is `True`. You can do this by checking if the `on_wall` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `DOUBLE_JUMP_HEIGHT`. You can also add some code to handle the case where the player is on the ground and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `True`, and the `on_ground` attribute is `True`. You can do this by checking if the `on_ground` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `DOUBLE_JUMP_HEIGHT`. You can also add some code to handle the case where the player is in the air and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `True`, and the `on_ground` attribute is `False`. You can do this by checking if the `on_ground` attribute is `False` and if so, moving the player horizontally and setting the `vy` attribute to `DOUBLE_JUMP_HEIGHT`. You can also add some code to handle the case where the player is on a wall and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `False`, and the `on_wall` attribute is `True`. You can do this by checking if the `on_wall` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `WALL_JUMP_HEIGHT`. You can also add some code to handle the case where the player is on the ground and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `False`, and the `on_ground` attribute is `True`. You can do this by checking if the `on_ground` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `JUMP_HEIGHT`. You can also add some code to handle the case where the player is in the air and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `False`, and the `on_ground` attribute is `False`. You can do this by checking if the `on_ground` attribute is `False` and if so, moving the player horizontally and setting the `vy` attribute to `JUMP_HEIGHT`. You can also add some code to handle the case where the player is on a wall and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `True`, and the `on_wall` attribute is `True`, and the `on_ground` attribute is `False`. You can do this by checking if the `on_wall` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `DOUBLE_JUMP_HEIGHT`. You can also add some code to handle the case where the player is on the ground and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `True`, and the `on_ground` attribute is `True`, and the `on_wall` attribute is `False`. You can do this by checking if the `on_ground` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `DOUBLE_JUMP_HEIGHT`. You can also add some code to handle the case where the player is in the air and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `True`, and the `on_ground` attribute is `False`, and the `on_wall` attribute is `False`. You can do this by checking if the `on_ground` attribute is `False` and if so, moving the player horizontally and setting the `vy` attribute to `DOUBLE_JUMP_HEIGHT`. You can also add some code to handle the case where the player is on a wall and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `False`, and the `on_wall` attribute is `True`, and the `on_ground` attribute is `False`. You can do this by checking if the `on_wall` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `WALL_JUMP_HEIGHT`. You can also add some code to handle the case where the player is on the ground and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `False`, and the `on_ground` attribute is `True`, and the `on_wall` attribute is `False`. You can do this by checking if the `on_ground` attribute is `True` and if so, moving the player horizontally and setting the `vy` attribute to `JUMP_HEIGHT`. You can also add some code to handle the case where the player is in the air and you press the up arrow key and the left or right arrow key at the same time, and the `double_jump` attribute is `False`, and the `on_ground` attribute is `False`, and the `on_wall` attribute is `False`. You can do this by checking if the `on_ground` attribute is `False` and if so, moving the player horizontally and setting the `vy` attribute to `JUMP_HEIGHT`. You can also add some code to handle the case where the player is on a wall and you press

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