I've recently been experimenting with the pygame module, mostly just following tutorials if found on the internet, and the code raises no errors in pycharm, until I run it, when it immediately throws an error saying that the "Player" has no object "rect". I've looked at many other posts and tried many other solutions I've found on platforms like Reddit and Stack Overflow, and none of them has worked for me. I'm fairly competent in Python coding in general, and I have experience in using modules like turtle and matplotlib, but pygame is fairly new to me. any help would be greatly appreciated, and I apologise for any formatting errors
The error:
Traceback (most recent call last):
File "C:\Users\<Username>\PycharmProjects\pythonProject\main.py", line 134, in <module>
player.rect.x = 0 # go to x
AttributeError: 'Player' object has no attribute 'rect'
The (relevant) code:
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)
The (entire) code:
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)