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)