# Coding a simple game jump

**URL:** <https://discourse.processing.org/t/coding-a-simple-game-jump/2181>\
**Category:** Beginners\
**Created:** [July 29, 2018, 5:10pm UTC](https://discourse.processing.org/t/coding-a-simple-game-jump/2181 "2018-07-29T17:10:14Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![TfGuy44](https://yyz2.discourse-cdn.com/flex036/user_avatar/discourse.processing.org/tfguy44/32/41_2.png) [@TfGuy44](https://discourse.processing.org/u/TfGuy44)\
**Post date:** [July 29, 2018, 6:40pm UTC](https://discourse.processing.org/t/coding-a-simple-game-jump/2181/2 "2018-07-29T18:40:33Z")

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You might try looking at this example of a jumping dinosaur I wrote a while back:

> [@Processing Dino Game](https://discourse.processing.org/t/processing-dino-game/114/2):
>
> I ran your code through the cleaner. You would do well to try to KISS when coding. KISS stands for Keep It Super Simple. Notice that the code now has more functions, but each one only does a very specific thing. Also notice that any “dino” variables are now inside the Dino class. class Dino { float baseY, px, py, vy, ay, w, h, speed; boolean canJump, isJumping; Dino(float lineY) { baseY = lineY; px = 100; py = baseY; vy = 0; ay = 0; h = 100; w = 50; speed =…

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