I am learning python and started creating a game called alienshooter but after creating class form ship, the code fails and give the error;
'AlienShooter' object has no attribute 'screen'
this is the code:
main.py
import sys
import pygame
from settingsPY import Setting
from ShipPY import Ship
class AlienShooter:
def __init__(self):
pygame.init()
self.settingsPY = Setting()
self.ShipPY = Ship(self)
self.screen = pygame.display.set_mode((self.settingsPY.screen_width, self.settingsPY.screen_height ))
pygame.display.set_caption("AlienShooter")
def run_game(self):
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
self.screen.fill(self.settingsPY.bg_color)
self.ShipPY.blitme()
pygame.display.flip()
if __name__ == '__main__':
ai = AlienShooter()
ai.run_game()
ShipPY
import pygame
class Ship:
def __init__(self, ai_game):
self.screen = ai_game.screen
self.screen_rect = ai_game.screen.get_rect()
self.image = pygame.image.load('images/Ship.bmp')
self.rect = self.image.get_rect()
self.rect.midbottom = self.screen_rect.midbotttom
def blitme(self):
self.screen.blit(self.image, self.rect)
settingsPY
class Setting:
def __init__(self):
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
You must initiate the display and set self.screen before you create the ship with Ship(self), because the screen attribute is required in the constructor of the Ship class:
class AlienShooter:
def __init__(self):
pygame.init()
self.settingsPY = Setting()
self.screen = pygame.display.set_mode((self.settingsPY.screen_width, self.settingsPY.screen_height ))
pygame.display.set_caption("AlienShooter")
self.ShipPY = Ship(self)
The constructor of Ship tries to access the screen variable before it's set:
...
self.ShipPY = Ship(self)
self.screen = pygame.display.set_mode((self.settingsPY.screen_width, self.settingsPY.screen_height ))
...
In this part of the code the ship gets initialized and afterwards the screen variable gets assigned. The constructor of Ship uses this screen variable, but as it's assigned after the creation of the ship, the contructor will not be able to access it and raise the error.
A quick way to fix this is to swap the two lines so that first the screen is assigned and afterwards the ship object is constructed:
...
self.screen = pygame.display.set_mode((self.settingsPY.screen_width, self.settingsPY.screen_height ))
self.ShipPY = Ship(self)
...
Related
I'm new to coding and just started reading "Python Crash Course" around a month back. While working on one of the projects, I encountered this error: AttributeError: 'AlienInvasion' object has no attribute 'blit'
Code:
main:
import sys
import pygame
from settings import Settings
from ship import Ship
class AlienInvasion:
'''overall class to manage game behavior'''
def __init__(self):
'''initialize pygame'''
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode(
(self.settings.screen_width, self.settings.screen_height))
pygame.display.set_caption("Alien Invasion")
self.ship = Ship(self)
# bg color
self.bg_color = (230, 230, 230)
def run_game(self):
'''main loop'''
while True:
# watch for keyboard and mouse events
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# draw screen
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
# make most recent screen visible
pygame.display.flip()
if __name__ == '__main__':
# make an instance of game
ai = AlienInvasion()
ai.run_game()
ship:
import pygame
class Ship:
'''class to manage ship'''
def __init__(self, ai_game):
'''initialize ship and start pos'''
self.screen = ai_game
self.screen_rect = ai_game.screen.get_rect()
# load ship
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
# start each new ship
self.rect.midbottom = self.screen_rect.midbottom
def blitme(self):
'''draw a ship at current location'''
self.screen.blit(self.image, self.rect)
full error msg:
Traceback (most recent call last):
File "C:\Users\richh\PycharmProjects\pythonProject\alien_shooter\main.py", line 39, in <module>
ai.run_game()
File "C:\Users\richh\PycharmProjects\pythonProject\alien_shooter\main.py", line 32, in run_game
self.ship.blitme()
File "C:\Users\richh\PycharmProjects\pythonProject\alien_shooter\ship.py", line 18, in blitme
self.screen.blit(self.image, self.rect)
AttributeError: 'AlienInvasion' object has no attribute 'blit'
The problem is that you are confused over whether you are sending the entier AlienInvasion instance to Ship, or just the pygame screen. There are two ways to clear that up. Instead of this:
import pygame
class Ship:
'''class to manage ship'''
def __init__(self, ai_game):
'''initialize ship and start pos'''
self.screen = ai_game
self.screen_rect = ai_game.screen.get_rect()
just save the screen item:
self.screen = ai_game.screen
self.screen_rect = ai_game.screen.get_rect()
A better way would be just to pass the pygame instance, instead of the whole AlienInvasion instance. So, in AlienInvasion, change this:
self.ship = Ship(self)
to this:
self.ship = Ship(self.screen)
Then in Ship, change the last line of this:
def __init__(self, ai_game):
'''initialize ship and start pos'''
self.screen = ai_game
self.screen_rect = ai_game.screen.get_rect()
to this:
self.screen_rect = ai_game.get_rect()
In the file ship.py, in the line:
self.screen = ai_game
It's supposed to be:
self.screen = ai_game.screen
Doing this would make the attribute screen in Ship to be equal to the attribute screen in your main. Only then you could pass in the values of screen in main to your blit function.
I'm getting a bit confused here, I'm making the alien game from pygame tutorial.
I've been making the bullets and I don't understand. In the bullet's __init__, it calls ai_game as the second arg, but how does it know to reference the AlienInvasion class? I don't create a variable anywhere called ai_game. and I don't have to say ai_game = AlienInvasion in the __init__.
class Bullet(Sprite):
"""A class to manage bullets fired from the ship"""
def __init__(self, ai_game):
"""Create a bullet object at the ship's current position."""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color=self.settings.bullet_color
# Create a bullet rect at (0, 0) and then set correct position.
self.rect = pygame.Rect(0,0, self.settings.bullet_width, self.settings.bullet_height)
self.rect.midtop = ai_game.ship.rect.midtop
# Store the bullet's position as a decimal value.
self.y = float(self.rect.y)
class AlienInvasion:
"""Overall class to manage game assets and behavior."""
def __init__(self):
"""Initialize the game, and create game resources."""
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
pygame.display.set_caption("Alien Invasion")
self.ship = Ship(self)
#set the background color.
self.bg_color = (230, 230, 230)
def run_game(self):
"""Start the main loop for the game."""
while True:
self._check_events()
self._update_screen()
self.ship.update()
# redraw the screen during each pass through the loop.
So here is my code this my code and I don't know what have I done wrong is this code.
main.py
import pygame
import sys
from setting import Setting
from ship import Ship
class AlienInvasion:
def __init__(self):
pygame.init()
self.setting = Setting()
self.bg_color = (230, 230, 230)
self.screen = pygame.display.set_mode((self.setting.screen_width, self.setting.screen_height))
pygame.display.set_caption("ALien Invasion")
self.ship = Ship(self)
def run_game(self):
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
self.screen.fill(self.bg_color)
pygame.display.flip()
self.screen.fill(self.setting.bg_color)
self.ship.blitme()
if __name__ == '__main__':
ai = AlienInvasion()
ai.run_game()
I dono that could it be an error about my file location or not
import pygame
class Ship:
def __init__(self, ai_game):
self.screen = ai_game.screen
self.screen_rect = ai_game.screen.get_rect()
self.image = ai_game.image.load('images\spaceship')
self.rect = self.image.get_rect()
self.rect.midbottom = self.screen_rect.midbottom
def blitme(self):
self.screen.blit(self.image, self.rect)
Here is my error
this is what I got
Traceback (most recent call last):
File "C:\Users\PC\PycharmProjects\pygame\main.py", line 25, in <module>
ai = AlienInvasion()
File "C:\Users\PC\PycharmProjects\pygame\main.py", line 13, in __init__
self.ship = Ship(self)
File "C:\Users\PC\PycharmProjects\pygame\ship.py", line 7, in __init__
self.image = ai_game.image.load('images\spaceship')
AttributeError: 'AlienInvasion' object has no attribute 'image'
In your __init__() function of the ship class, you used ai_game.image.load. ai_game is here your AlienInvasion object. I think you intended to use pygame.image.load instead.
I'm making a simple python game and there are 3 py files: alien_invasion, settings, ship. I would like the image position to be at the middle bottom of screen every time the game starts. It works when code are like the following:
alien_invasion.py:
import sys
import pygame
from settings import Settings
from ship import Ship
class AlienInvasion:
"""Overall class to manage game assets and behaviour."""
def __init__(self):
"""Initialize the game, and create game resources."""
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode(
(self.settings.screen_width, self.settings.screen_height), pygame.RESIZABLE)
pygame.display.set_caption("Alien Invasion")
self.ship = Ship(self)
def run_game(self):
"""Start the main loop for the game."""
while True:
self._check_events()
self.ship.update()
self._update_screen()
def _check_events(self):
"""Respond to keypresses and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _update_screen(self):
""""Update images on the screen, and flip to the new screen."""
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
pygame.display.flip()
if __name__ == '__main__':
# Make a game instance, and run the game.
ai = AlienInvasion()
ai.run_game()
ship.py:
import pygame
class Ship:
"""A class to manage the ship."""
def __init__(self, ai_game):
"""Initialize the ship and set its starting position."""
self.screen = ai_game.screen
self.screen_rect = ai_game.screen.get_rect()
# Load ship image and get its rect.
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
# Start each new ship at the bottom center of the screen.
self.rect.midbottom = self.screen_rect.midbottom
# Movement flags
self.moving_right = False
self.moving_left = False
def update(self):
""""Update the ship's position based on the movement flags."""
if self.moving_right:
self.rect.x += 1
if self.moving_left:
self.rect.x -= 1
def blitme(self):
"""Draw the ship at its current location."""
self.screen.blit(self.image, self.rect)
settings.py:
class Settings:
"""A class to store all settings for Alien Invasion."""
def __init__(self):
"""Initialize the game's settings."""
# Screen settings
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
Then I made changes to settings.py and ship.py to adjust the moving speed:
ship.py:
import pygame
class Ship:
"""A class to manage the ship."""
def __init__(self, ai_game):
"""Initialize the ship and set its starting position."""
self.screen = ai_game.screen
self.settings = ai_game.settings
self.screen_rect = ai_game.screen.get_rect()
# Load ship image and get its rect.
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
# Store a decimal value for the ship's horizontal position
self.x = float(self.rect.x)
# Start each new ship at the bottom center of the screen.
self.rect.midbottom = self.screen_rect.midbottom
# Movement flags
self.moving_right = False
self.moving_left = False
def update(self):
""""Update the ship's position based on the movement flags."""
## Update the ship's x value, not the rect.
if self.moving_right:
self.x += self.settings.ship_speed
if self.moving_left:
self.x -= self.settings.ship_speed
# Update rect object from self.x.
self.rect.x = self.x
def blitme(self):
"""Draw the ship at its current location."""
self.screen.blit(self.image, self.rect)
settings.py:
class Settings:
"""A class to store all settings for Alien Invasion."""
def __init__(self):
"""Initialize the game's settings."""
# Screen settings
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# Ship settings
self.ship_speed = 1.5
Then when I run the alien_invasion code, the image starts showing up at the left bottom of screen when game starts, which is not what I want.
My desired position:
My undesired position:
You need to set self.x after setting the location of self.rect:
class Ship:
"""A class to manage the ship."""
def __init__(self, ai_game):
# [...]
self.rect = self.image.get_rect()
# Store a decimal value for the ship's horizontal position
# self.x = float(self.rect.x) <--- delete
# Start each new ship at the bottom center of the screen.
self.rect.midbottom = self.screen_rect.midbottom
self.x = float(self.rect.x) # <--- insert
# [...]
I am stuck on a game writing exercise from a beginner Python book called Python Crash Course. At this point, it's very basic. It's only supposed to create a window where an image of the ship would load in the bottom center. I'm certain that I copied the code almost line for line, and encountered examples online that pretty much do what I did here, but I still keep getting the following error:
Traceback (most recent call last):
File "c:/Users/.../chapteraliens/alien_invasion.py", line 40, in <module>
ai = AlienInvasion()
File "c:/Users/.../chapteraliens/alien_invasion.py", line 17, in __init__
self.ship = Ship(self)
File "c:\Users\...\chapteraliens\ship.py", line 9, in __init__
self.screen_rect = screen.get_rect()
AttributeError: 'AlienInvasion' object has no attribute 'get_rect'
And here are the 3 files that I have created. I don't think it has anything to do with settings.py, but I included it just in case because it's very short.
alien_invasion.py
import sys
import pygame
from settings import Settings
from ship import Ship
class AlienInvasion:
"""Overall class to manage game assets and behavior."""
def __init__(self):
"""Initialize the game and create the game resources."""
pygame.init()
pygame.display.set_caption("Alien Invasion")
self.settings = Settings()
self.ship = Ship(self)
self.bg_color = (self.settings.bg_color)
self.screen = pygame.display.set_mode(
(self.settings.screen_width, self.settings.screen_height))
def run_game(self):
"""Start the main loop for the game."""
while True:
"""Watch for the keyboard and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# Set the visual elements of the game.
self.screen.fill(self.bg_color)
self.ship.blitme()
# Make the most recently drawn screen visible.
pygame.display.flip()
if __name__ == "__main__":
# Make a game instance, and run the game.
ai = AlienInvasion()
ai.run_game()
ship.py
import pygame
class Ship:
"""The class that handles the management of the ship."""
def __init__(self, screen):
"""Initialize the ship and set up the starting position."""
self.screen = screen
self.screen_rect = screen.get_rect()
# Load the ship image and get its rect.
self.image = pygame.image.load("ship_w.bmp")
self.rect = self.image.get_rect()
# Start each new ship at the bottom of center of the screen.
self.rect.midbottom = self.screen_rect.midbottom
def blitme(self):
"""Draw the ship at its current location."""
self.screen.blit(self.image, self.rect)
settings.py
class Settings:
"""A class to store settings for the game."""
def __init__(self):
"""Initialize the game's settings."""
# Screen settings
self.screen_width = 800
self.screen_height = 600
self.bg_color = (40, 40, 40)
I then tried to comment out the lines to do with the get_rect error, but that only made it so that the same error appeared with the "blit" line this time. The lines that I commented out and the new error is as follows:
...
# self.screen_rect = screen.get_rect()
...
# self.rect.midbottom = self.screen_rect.midbottom
...
Traceback (most recent call last):
File "c:/Users/.../chapteraliens/alien_invasion.py", line 41, in <module>
ai.run_game()
File "c:/Users/.../chapteraliens/alien_invasion.py", line 33, in run_game
self.ship.blitme()
File "c:\Users\...\chapteraliens\ship.py", line 20, in blitme
self.screen.blit(self.image, self.rect)
AttributeError: 'AlienInvasion' object has no attribute 'blit'
Might it be that I'm using the get_rect() and blit() functions incorrectly somehow? And that's if the whole thing is not a simple small error that wasn't able to catch.
Ship() expects screen as argument but in AlienInvasion.__init__ you use self in Ship(self) so you use instace of AlienInvasion, not screen - so later it tries to get AlienInvasion.get_rect() and you get your error.
You have to first create self.screen and then use it with Ship()
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
self.ship = Ship(self.screen)