AttributeError: 'Obstacle' object has no attribute 'image' - python

I tried to draw obstacle on screen but got an error in return and now im stuck :/
Here is my obstacle class :
class Obstacle(pygame.sprite.Sprite):
def __init__(self,type):
super().__init__()
if type == 'fly':
self.snail_1 = pygame.image.load("graphics\\snail1.png").convert_alpha()
self.snail_2 = pygame.image.load("graphics\\snail2.png").convert_alpha()
self.snail_frames = [self.snail_1,self.snail_2]
self.snail_index = 0
else:
self.fly_1 = pygame.image.load("graphics\\fly1.png").convert_alpha()
self.fly_2 = pygame.image.load("graphics\\fly2.png").convert_alpha()
self.fly_frames = [self.fly_1, self.fly_2]
self.fly_index = 0
self.rect = self.fly_1.get_rect(midbottom = (200,210))
Here is sprite.Group:
obstacle_group = pygame.sprite.Group()
obstacle_group.add(Obstacle('fly'))
and here is my method to draw:
obstacle_group.draw(screen)
What i'm doing wrong here ?
Traceback (most recent call last):
File "C:\Users\Marcin\PycharmProjects\tutorial\main.py", line 105, in <module>
obstacle_group.draw(screen)
File "C:\Users\Marcin\PycharmProjects\tutorial\venv\lib\site-packages\pygame\sprite.py", line 552, in draw
zip(sprites, surface.blits((spr.image, spr.rect) for spr in sprites))
File "C:\Users\Marcin\PycharmProjects\tutorial\venv\lib\site-packages\pygame\sprite.py", line 552, in <genexpr>
zip(sprites, surface.blits((spr.image, spr.rect) for spr in sprites))
AttributeError: 'Obstacle' object has no attribute 'image'
Process finished with exit code 1

pygame.sprite.Group.draw() and pygame.sprite.Group.update() is a method which is provided by pygame.sprite.Group. It uses the image and rect attributes of the contained pygame.sprite.Sprites to draw the objects — you have to ensure that the pygame.sprite.Sprites have the required attributes. See pygame.sprite.Group.draw():
Draws the contained Sprites to the Surface argument. This uses the Sprite.image attribute for the source surface, and Sprite.rect. [...]
Therefore the pygame.sprite.Sprite must have an image and a rect attribute which can be used to draw the object. e.g.:
class Obstacle(pygame.sprite.Sprite):
def __init__(self,type):
super().__init__()
if type == 'fly':
self.snail_1 = pygame.image.load("graphics\\snail1.png").convert_alpha()
self.snail_2 = pygame.image.load("graphics\\snail2.png").convert_alpha()
self.snail_frames = [self.snail_1,self.snail_2]
self.snail_index = 0
self.image = self.snail_1
self.rect = self.image.get_rect(midbottom = (200,210))
else:
self.fly_1 = pygame.image.load("graphics\\fly1.png").convert_alpha()
self.fly_2 = pygame.image.load("graphics\\fly2.png").convert_alpha()
self.fly_frames = [self.fly_1, self.fly_2]
self.fly_index = 0
slef.image = self.fly_1
self.rect = self.image.get_rect(midbottom = (200,210))

Related

Pong Game From Python for absolute beginners

i am running into two error going two routes the ball is find works great but the score text wont work, every time i implement it it throws the two errors.
from superwires import games, color
from random import *
"""Main application file"""
#the screen width and height
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 480
points = 0
score = 0
"""Paddle object that is controlled by the player. Moves up and down. Collides with the ball. Points are added when ball is collided with"""
class Paddle(games.Sprite):
HEIGHT = 480/20
paddle_image = games.load_image('paddle.png', transparent=True)
def __init__(self):
super(Paddle, self).__init__(image = Paddle.paddle_image,
x = 40,
y = 50,
is_collideable=True)
self.score = games.Text(value = 0,
size = 30,
color = color.green,
x = SCREEN_WIDTH - 25,
y = SCREEN_HEIGHT - 431)
games.screen.add(self.score)
games.screen.mainloop()
""" updates Position based on mouse Position"""
def update(self):
self.y = games.mouse.y
self.Check_Collision()
def Check_Collision(self):
for PongBall in self.overlapping_sprites:
PongBall.handle_collide()
"""actual ball in play """
class PongBall(games.Sprite):
#velocity variables
vel_x = 5
vel_y = 0
#pos of boundry to ball pos
lower_bounds_check = 0
upper_bounds_check = 0
#checks if paddle gets collided with
def handle_collide(self):
if((SCREEN_WIDTH/2) < self.x):
PongBall.vel_x = randint(-10,-5)
PongBall.vel_y = randint(-10,-5)
elif((SCREEN_WIDTH/2) > self.x):
PongBall.vel_x = randint(5,10)
PongBall.vel_y = randint(5,10)
#checks if it hit the bottom; bool function
def check_boundry_lower(self):
PongBall.lower_bounds_check = (SCREEN_HEIGHT/2)
return ((self.y - PongBall.upper_bounds_check) > PongBall.lower_bounds_check)
#checks if it hits the top; bool function
def check_boundry_upper(self):
PongBall.upper_bounds_check = (SCREEN_HEIGHT/2)
return ((self.y + PongBall.upper_bounds_check) < PongBall.upper_bounds_check)
#Resets the velocity based on boundry collision
def boundry_update(self):
if(self.check_boundry_upper()):
PongBall.vel_y = randint(5,10)
return
elif(self.check_boundry_lower()):
PongBall.vel_y = randint(-10,-5)
return
def update(self):
self.boundry_update()
self.x += PongBall.vel_x
self.y += PongBall.vel_y
"""
Entry point Function
"""
# Create background, paddle, and ball. Then call the game mainloop.
# crate the window
games.init(SCREEN_WIDTH, SCREEN_HEIGHT, 50, virtual = False)
#sets/loads background
background = games.load_image(f"background.png", transparent=True)
games.screen.background = background
# paddle image
paddle_image = games.load_image(f"paddle.png", transparent = True)
#PingPong ball
PingPongBall = games.load_image(f"Ball.png", transparent = True)
#paddle Right and left
paddle_1 = Paddle()
paddle_2 = Paddle()
#pingball ball instance
ball = PongBall(image = PingPongBall, x = 150, y = 250, is_collideable=True)
#adding all three sprites to screen
games.screen.add(ball)
games.screen.add(paddle_1)
games.screen.add(paddle_2)
#each instance update function
ball.update()
paddle_1.update()
paddle_2.update()
#adding text
#main loop
games.screen.mainloop()
i get this error;
Traceback (most recent call last):
File "C:\Users\gamer\Desktop\PingPong\main.py", line 15, in <module>
class Paddle(games.Sprite):
File "C:\Users\gamer\Desktop\PingPong\main.py", line 17, in Paddle
paddle_image = games.load_image('paddle.png', transparent=True)
File "C:\Users\gamer\AppData\Local\Programs\Python\Python310\lib\site-packages\superwires\games.py", line 836, in load_image
if not screen.virtual:
AttributeError: 'NoneType' object has no attribute 'virtual'
Please help i cant seem to escape the error even if i dont pass through the constructor i get text object doesnt not have handle_collide() attribute
-Thanks guys
new error:
Traceback (most recent call last):
File "C:\Users\gamer\Desktop\PingPong\main.py", line 153, in <module>
games.screen.mainloop()
File "C:\Users\gamer\AppData\Local\Programs\Python\Python310\lib\site-packages\superwires\games.py", line 783, in mainloop
sprite._process_sprite()
File "C:\Users\gamer\AppData\Local\Programs\Python\Python310\lib\site-packages\superwires\games.py", line 440, in _process_sprite
self.update()
File "C:\Users\gamer\Desktop\PingPong\main.py", line 40, in update
self.Check_Collision()
File "C:\Users\gamer\Desktop\PingPong\main.py", line 36, in Check_Collision
PongBall.handle_collide()
AttributeError: 'Text' object has no attribute 'handle_collide'
You need to have the games.load in the __init__ function so as not to call it before the environment is set up.
Replace this:
class Paddle(games.Sprite):
HEIGHT = 480/20
paddle_image = games.load_image('paddle.png', transparent=True)
def __init__(self):
super(Paddle, self).__init__(image = Paddle.paddle_image,
x = 40,
y = 50,
is_collideable=True)
with this:
class Paddle(games.Sprite):
HEIGHT = 480/20
def __init__(self):
self.paddle_image = games.load_image('paddle.png', transparent=True)
super(Paddle, self).__init__(image = self.paddle_image,
x = 40,
y = 50,
is_collideable=True)

AttributeError: 'pygame.mask.Mask' object has no attribute 'rect'

I am trying to get pixel perfect collision but I keep running into this error:
Traceback (most recent call last):
File "D:\Projects\games\venv\lib\site-packages\pygame\sprite.py", line 1528, in collide_circle
xdistance = left.rect.centerx - right.rect.centerx
AttributeError: 'pygame.mask.Mask' object has no attribute 'rect'
Process finished with exit code 1
I am not sure of what's going wrong. Is it my implementation or logic or maybe both?
My code:
class AlienShooting(pygame.sprite.Sprite):
def __init__(self, w=640, h=640):
# init display
# init game state
self.spaceship_main = pygame.image.load('spacecraft_1.png').convert_alpha()
self.alien_spacecraft1 = pygame.image.load('spacecraft_alien.png').convert_alpha()
self.alien_spacecraft_rec1 = self.alien_spacecraft1.get_rect()
self.mask1 = pygame.mask.from_surface(self.alien_spacecraft1)
self.main_spaceship_mask = pygame.mask.from_surface(self.spaceship_main)
def play_step(self):
# user input
# Move the spaceship
# check if game over
game_over = False
if self._is_collision():
game_over = True
# Add new alien spaceships
# Randomly move alien spaceships
# update ui and clock
# return game over and score
return False
def _is_collision(self):
if pygame.sprite.collide_circle(self.mask1, self.main_spaceship_mask):
return True
return False
It might be because both my main space ship and my alien spaceship are in the same class, but I'm not sure.
See How do I detect collision in pygame? and Pygame mask collision. If you want to use pygame.sprite.collide_circle() or pygame.sprite.collide_mask you have to create pygame.sprite.Sprite objects.
spaceship_main and alien_spacecraft1 have to be Sprite objects. Sprite objects must have a rect and image attribute and can optionally have a mask attribute.
e.g.:
class AlienShooting():
def __init__(self, w=640, h=640):
self.spaceship_main = pygame.sprite.Sprite()
self.spaceship_main.image = pygame.image.load('spacecraft_1.png').convert_alpha()
self.spaceship_main.rect = self.spaceship_main.image.get_rect(center = (140, 140))
self.spaceship_main.mask = pygame.mask.from_surface(self.spaceship_main.image)
self.alien_spacecraft1 = pygame.sprite.Sprite()
self.alien_spacecraft1.image = pygame.image.load('spacecraft_alien.png').convert_alpha()
self.alien_spacecraft1.rect = self.alien_spacecraft1.image.get_rect(center = (160, 160))
self.alien_spacecraft1.mask = pygame.mask.from_surface(self.alien_spacecraft1.image)
def _is_collision(self):
if pygame.sprite.collide_mask(self.spaceship_main, self.alien_spacecraft1):
return True
return False

AttributeError: 'ballcl' object has no attribute 'ballX'

I'm creating a Pong game as a fun project to learn python and pygame. I am currently having an issue, mentioned above. Please ignore my slop that is code lol. The relevant code:
ballVelX = 5
ballVelY = 5
ballWidth = 15
ballHeight = 15
ballX = 450
ballY = 300
class ballcl:
def __init(self, ballX, ballY, ballVelX, ballVelY, ballWidth, ballHeight):
self.ballX = ballX
self.ballY = ballY
self.ballVelX = ballVelX
self.ballVelY = ballVelY
self.ballWidth = ballWidth
self.ballHeight = ballHeight
def ball(self):
ball = pygame.draw.rect(screen, white, [self.ballX, self.ballY, self.ballWidth, self.ballHeight])
ball
#ball movement
self.ballX += self.ballVelX
ballOb = ballcl()
gameRunning = True
while gameRunning:
ballOb.ball()
The error i receive is:
Traceback (most recent call last):
File "d:/Ping/Main.py", line 67, in <module>
ballOb.ball()
File "d:/Ping/Main.py", line 49, in ball
ball = pygame.draw.rect(screen, white, [self.ballX, self.ballY, self.ballWidth, self.ballHeight])
AttributeError: 'ballcl' object has no attribute 'ballX'
See Classes. The name of the constructor of a class is __init__ rather than __init:
class ballcl:
def __init__(self, ballX, ballY, ballVelX, ballVelY, ballWidth, ballHeight):
# [...]

AttributeError: object has no attribute rect

I get an error from my code and I don't know why, but syntactically, it's correct, I guess
import pygame
class BaseClass(pygame.sprite.Sprite):
allsprites = pygame.sprite.Group()
def __init__(self, x, y, width, height, image_string):
pygame.sprite.Sprite.__init__(self)
BaseClass.allsprites.add(self)
self.image = pygame.image.load("Images\lebron.png")
self.rectangle = self.image.get_rect()
self.rectangle.x = x
self.rectangle.y = y
self.width = width
self.height = height
class Lebron(BaseClass):
List = pygame.sprite.Group()
def __init__(self, x, y, width, height, image_string):
BaseClass.__init__(self, x, y, width, height, image_string)
Lebron.List.add(self)
self.velx = 0
def movement(self):
self.rectangle.x += self.velx
so if i compile this to my main file, code below
import pygame, sys
from classes import *
from process import process
pygame.init()
WIDTH, HEIGHT = 640, 360
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
FPS = 24
lebron = Lebron(0, 100, 104, 120, "Images\lebron.png")
while True:
process()
#LOGIC
lebron.movement()
#LOGIC
#DRAW
BaseClass.allsprites.draw(screen)
screen.fill((0,0,0))
pygame.display.flip()
#DRAW
clock.tick(FPS)
I get an error which is attribute error: Lebron object has no attribute rect. what's wrong? The traceback:
Traceback (most recent call last):
File "MAIN.py", line 24, in <module>
BaseClass.allsprites.draw(screen)
File "C:\Python27\lib\site-packages\pygame\sprite.py", line 409, in draw
self.spritedict[spr] = surface_blit(spr.image, spr.rect)
AttributeError: 'Lebron' object has no attribute 'rect'
It appears from the posted traceback (they look much better when you indent them by 4 spaces, and even better when you edit the question to include them) that the PyGame draw() method expects your attribute to provide a rect attribute. At a guess, if you replace every occurrence of rectangle with rect you will make at least some progress.
Basically, PyGame wants to draw your object but it can't find out how.

TypeError: 'int' object has no attribute '__getitem__'

I'm trying to make a play surface out of rects in pygame. I'm not sure what the problem is exactly but I believe it has something to do with the actual iteration of the list when creating the rects. Sorry, noob here. :)
import pygame
w = 800
h = 600
board_pos = 0, 0
tile = 27
playfield = 0
class Board(object):
def __init__(self, surface, pos, tile_size):
self.surface = surface
self.x, self.y = pos
self.tsize = tile_size
self.color = 50, 50, 50
playfield = [list(None for i in xrange(22)) for i in xrange(10)]
def draw(self):
for i in xrange(10):
for j in xrange(22):
playfield[i][j] = pygame.draw.rect(self.surface, self.color,
(self.x + (i * self.tsize),
self.y + (j * self.tsize),
self.tsize, self.tsize))
pygame.display.init()
screen = pygame.display.set_mode((w, h))
board = Board(screen, board_pos, tile)
board.draw()
while __name__ == '__main__':
pygame.display.flip()
I keep getting this error:
Traceback (most recent call last):
File "C:\Documents and Settings\Administrator\My
Documents\Dropbox\Programming\DeathTris
\test2.py", line 30, in <module>
board.draw()
File "C:\Documents and Settings\Administrator\My
Documents\Dropbox\Programming\DeathTris
\test2.py", line 24, in draw
self.tsize, self.tsize))
TypeError: 'int' object has no attribute '__getitem__'
Any help would be appreciated. Thanks!
Your line playfield = [list(None for i in xrange(22)) for i in xrange(10)] creates a local variable inside the __init__ function. That variable disappears after the __init__ function returns. Later in draw when you do playfield[i][j], you are accessing the global value of playfield, which is still 0 (since you initialized it to 0 at the beginning).
If you want to overwrite the global playfield from inside your __init__, you need to do global playfield before you assign to it. (But. . . why are you using a global variable for this anyway?)

Categories