pygame error

Answered

I am getting the following error:

Traceback (most recent call last):
File "C:\Users\ammah\OneDrive\Documents\project1\myCode.py.py", line 304, in <module>
draw_lives(screen,WIDTH - 100,5, player.lives, player_mini_img)
File "C:\Users\ammah\OneDrive\Documents\project1\myCode.py.py", line 56, in draw_lives
img.rect.x = x + 30 * i
AttributeError: 'pygame.Surface' object has no attribute 'rect'
>>>

my computer is acer SWIFT and pygame version is 1.9.5 ...my python version is 3.7.3.

My code is as following:

# Pygame template - skeleton for a new pygame project
#Frozen Jam by tgfcoder <https://twitter.com/tgfcoder> licensed under CC-BY-3
import pygame
import random
from os import path

img_dir = path.dirname(__file__)
snd_dir = path.dirname(__file__)

WIDTH = 480
HEIGHT = 600
FPS = 60

# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255,255,0)

pygame.init()

pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()

font_name = pygame.font.match_font('arial')
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, WHITE)
text_rect = text_surface.get_rect()
text_rect.midtop =(x,y)
surf.blit(text_surface, text_rect)

def newmob():
m = Mob()
all_sprites.add(m)
mobs.add(m)

def draw_shield_bar(surf,x,y,pct):
if pct < 0:
pct = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (pct /100)* BAR_LENGTH
outline_rect = pygame.Rect(x,y,BAR_LENGTH,BAR_HEIGHT)
fill_rect = pygame.Rect(x,y,fill,BAR_HEIGHT)
pygame.draw.rect(surf, GREEN, fill_rect)
pygame.draw.rect(surf,WHITE,outline_rect, 2)
def draw_lives(surf,x,y,lives,img):
for i in range(lives):
img_rect = img.get_rect()
img.rect.x = x + 30 * i
img.rect.y = y
surf.blit(img, img_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img,(50,38))
self.image.set_colorkey(BLACK)
self.rect =self.image.get_rect()
self.radius = 20
#pygame.draw.circle(self.image, RED,self.rect.center, self.radius)
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT -10
self.speedx = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.lives = 3
self.hidden = False
self.hide_time = pygame.time.get_ticks()

def update(self):
# unhide if hidden
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT - 10

self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
if keystate[pygame.K_SPACE]:
self.shoot()
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0

def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
def hide(self):
#hide the player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)

class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_orig = meteor_img
self.image_orig = random.choice(meteor_images)
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width *.9 / 2)
#pygame.draw.circle(self.image, RED,self.rect.center, self.radius)
self.rect.x =random.randrange(WIDTH-self.rect.width)
self.rect.y=random.randrange(-150,-100)
self.speedy=random.randrange(1,8)
self.speedx=random.randrange(-3,3)
self.rot = 0
self.rot_speed = random.randrange(-8,8)
self.last_update = pygame.time.get_ticks()

def rotate(self):
now = pygame.time.get_ticks()
if now - self.last_update > 50:
self.last_update = now
self.rot = (self.rot + self.rot_speed) % 360
new_image = pygame.transform.rotate(self.image_orig, self.rot)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center

def update(self):
self.rotate()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT +10:
self.rect.x =random.randrange(WIDTH-self.rect.width)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)

class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = 5

def update(self):
self.rect.y += self.speedy
if self.rect.top<HEIGHT:
self.kill()

class Explosion(pygame.sprite.Sprite):
def __init__(self, center, size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 75

def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
class Pow(pygame.sprite.Sprite):
def __init__(self,center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['shield','gun'])
self.image = powerup_images[self.type]
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.center = center
self.speedy = -10

def update(self):
self.rect.y += self.speedy
if self.rect.bottom<0:
self.kill()

#Load all game graphics
background = pygame.image.load(path.join(img_dir,"purple.png")).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir,"playerShip1_blue.png")).convert()
meteor_img = pygame.image.load(path.join(img_dir,"meteorBrown_big1.png")).convert()
player_mini_img = pygame.transform.scale(player_img,(25, 19))
player_mini_img.set_colorkey(BLACK)
bullet_img = pygame.image.load(path.join(img_dir,"laserGreen01.png")).convert()
meteor_images = []
meteor_list = ['meteorBrown_big1.png','meteorBrown_big2.png','meteorBrown_med1.png',
'meteorBrown_med1.png','meteorBrown_small1.png','meteorBrown_small2.png',
'meteorBrown_big1.png']
for img in meteor_list:
meteor_images.append(pygame.image.load(path.join(img_dir,img)).convert())
explosion_anim ={}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(9):
filename = 'Bubble_explo{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_lg = pygame.transform.scale(img,(75,75))
explosion_anim['lg'].append(img_lg)
img_sm = pygame.transform.scale(img,(32,32))
explosion_anim['sm'].append(img_sm)
filename = 'E000{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
explosion_anim['player'].append(img)


powerup_images = {}
powerup_images['sheild'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()

#load all game sounds
shoot_sound = pygame.mixer.Sound(path.join(snd_dir,'Laser_Shoot2.WAV'))
expl_sounds = []
for snd in ['Explosion11.WAV']:
expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
player_die_sound = pygame.mixer.Sound
pygame.mixer.music.load(path.join(snd_dir,'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.4)
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
newmob()
score = 0
pygame.mixer.music.play(loops=-1)
# Game loop
running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False

# Update
all_sprites.update()
#check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs,bullets,True,True)
for hit in hits:
score += 50 - hit.radius
random.choice(expl_sounds).play()
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
if random.random() > 0.9:
pow = Pow(hit.rect.center)
all_sprites.add(pow)
powerups.add(pow)
newmob()
#check to see if a mob hit the player
hits = pygame.sprite.spritecollide(player,mobs,True, pygame.sprite.collide_circle)
for hit in hits:
player.shield -= hit.radius*2
newmob()
if player.shield <= 0:
death_explosion = Explosion(player.rect.center, 'player')
all_sprites.add(death_explosion)
player.hide()
player.lives -= 1
player.shield = 100

#if the player died and the explosion has finished playing
if player.lives == 0 and not death_explosion.alive():
running = False

# Draw / render
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score),18, WIDTH/2,10)
draw_shield_bar(screen,5,5,player.shield)
draw_lives(screen,WIDTH - 100,5, player.lives, player_mini_img)
# *after* drawing everything, flip the display
pygame.display.flip()

pygame.quit()

1 comment

Hi,

Please try running the script from the command line (outside of PyCharm) using the same interpreter. Do you have the same problem?

0

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