why does player.rect seem to not exist in this code? It worked in all of the videos / help sites I've seen

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So, a while ago I was bored and decided to make a game using pygame. I followed a tutorial I found on the ever-helpful internet, and the code worked fine until I tried to set the character's position on the screen, when it threw an error saying:

player.rect.x = 0  # go to x
AttributeError: 'Player' object has no attribute 'rect'

I've watched many youtube tutorials & similar, and I have a few years of experience with python, and I have used other graphics modules like turtle, matplotlib, and graphics.py, and I've attempted to debug the code heaps, but I haven't reached a solution yet.

any help would be greatly appreciated, thanks!

The full traceback:

    /home/TheOmnian/.local/lib/python3.10/site-packages/pygame/surfarray.py:47: UserWarning: The NumPy module was reloaded (imported a second time). This can in some cases result in small but subtle issues and is
 discouraged.
  import numpy
pygame 2.1.2 (SDL 2.0.16, Python 3.10.5)
Hello from the pygame community. https://www.pygame.org/contribute.html
ALSA lib confmisc.c:767:(parse_card) cannot find card '0'
ALSA lib conf.c:4732:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory
ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings
ALSA lib conf.c:4732:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory
ALSA lib confmisc.c:1246:(snd_func_refer) error evaluating name
ALSA lib conf.c:4732:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory
ALSA lib conf.c:5220:(snd_config_expand) Evaluate error: No such file or directory
ALSA lib pcm.c:2642:(snd_pcm_open_noupdate) Unknown PCM default
Traceback (most recent call last):
  File "/home/TheOmnian/main.py", line 149, in <module>
    player.rect.x = 0  # go to x
AttributeError: 'Player' object has no attribute 'rect'

The code:

#!/usr/bin/env python3
# by Seth Kenlon

# GPLv3
# This program is free software: you can redistribute it and/or
# modify it under the terms of the GNU General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
# General Public License for more details.

import pygame
import sys
import os

'''
Variables
'''

worldx = 960
worldy = 720
fps = 40
ani = 4
world = pygame.display.set_mode([worldx, worldy])

BLUE = (25, 25, 200)
BLACK = (23, 23, 23)
WHITE = (254, 254, 254)
ALPHA = (0, 255, 0)

'''
Objects
'''


class Player(pygame.sprite.Sprite):
    """
    Spawn a player
    """

    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.movex = 0
        self.movey = 0
        self.frame = 0
        self.health = 10
        self.images = []
        for i in range(1, 5):
            img = pygame.image.load(os.path.join('images', 'hero' + str(i) + '.png')).convert()
            img.convert_alpha()
            img.set_colorkey(ALPHA)
            self.images.append(img)
            self.image = self.images[0]
            self.rect = self.image.get_rect()

    def control(self, x, y):
        """
        control player movement
        """
        self.movex += x
        self.movey += y

    def update(self):
        """
        Update sprite position
        """

        self.rect.x = self.rect.x + self.movex
        self.rect.y = self.rect.y + self.movey

        # moving left
        if self.movex < 0:
            self.frame += 1
            if self.frame > 3*ani:
                self.frame = 0
            self.image = pygame.transform.flip(self.images[self.frame // ani], True, False)

        # moving right
        if self.movex > 0:
            self.frame += 1
            if self.frame > 3*ani:
                self.frame = 0
            self.image = self.images[self.frame//ani]

        hit_list = pygame.sprite.spritecollide(self, enemy_list, False)
        for enemy in hit_list:
            self.health -= 1
            print(self.health)


class Enemy(pygame.sprite.Sprite):
    """
    Spawn an enemy
    """
    def __init__(self, x, y, img):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load(os.path.join('images', img))
        self.image.convert_alpha()
        self.image.set_colorkey(ALPHA)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.counter = 0

    def move(self):
        """
        enemy movement
        """
        distance = 80
        speed = 8

        if self.counter >= 0 and self.counter <= distance:
            self.rect.x += speed
        elif self.counter >= distance and self.counter <= distance*2:
            self.rect.x -= speed
        else:
            self.counter = 0

        self.counter += 1


class Level():
    def bad(lvl, eloc):
        if lvl == 1:
            enemy = Enemy(eloc[0], eloc[1], 'enemy.png')
            enemy_list = pygame.sprite.Group()
            enemy_list.add(enemy)
        if lvl == 2:
            print("Level " + str(lvl) )

        return enemy_list


'''
Setup
'''

backdrop = pygame.image.load(os.path.join('images', 'stage.png'))
clock = pygame.time.Clock()
pygame.init()
backdropbox = world.get_rect()
main = True

player = Player()  # spawn player
player.rect.x = 0  # go to x
player.rect.y = 30  # go to y
player_list = pygame.sprite.Group()
player_list.add(player)
steps = 10

eloc = []
eloc = [300, 0]
enemy_list = Level.bad(1, eloc )

'''
Main Loop
'''

while main:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            try:
                sys.exit()
            finally:
                main = False

        if event.type == pygame.KEYDOWN:
            if event.key == ord('q'):
                pygame.quit()
                try:
                    sys.exit()
                finally:
                    main = False
            if event.key == pygame.K_LEFT or event.key == ord('a'):
                player.control(-steps, 0)
            if event.key == pygame.K_RIGHT or event.key == ord('d'):
                player.control(steps, 0)
            if event.key == pygame.K_UP or event.key == ord('w'):
                print('jump')

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT or event.key == ord('a'):
                player.control(steps, 0)
            if event.key == pygame.K_RIGHT or event.key == ord('d'):
                player.control(-steps, 0)

    world.blit(backdrop, backdropbox)
    player.update()
    player_list.draw(world)
    enemy_list.draw(world)
    for e in enemy_list:
        e.move()
    pygame.display.flip()
    clock.tick(fps)
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