Reputation: 45
I've been making progress with this little programme thanks to help received here. Now I get the following error message: "AttributeError: 'Sprite' object has no attribute 'draw'" which occurs after a collision event, from the line: "orchids.draw(screen)". The programme works fine until the collision event. I'm new to pygame and new to Object Oriented Programming. Any ideas on how to get the programme running?
#Import and Init
import pygame
import random
from pygame.locals import *
pygame.init()
class Orchid(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('orchid1.gif')
self.rect = self.image.get_rect()
self.rect.topleft = pos
self.x_inc = 4
self.y_inc = 4
def update(self):
self.rect.x += self.x_inc
self.rect.y += self.y_inc
if self.rect.y > 700 or self.rect.y < 0:
self.y_inc = self.y_inc * -1
if self.rect.x > 1240 or self.rect.x < 0:
self.x_inc = self.x_inc * -1
#Set Up the Window
width = 1240
height = 700
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Pollination!")
background = pygame.Surface(screen.get_size())
background = pygame.image.load("Forrest.jpg")
background = background.convert()
#Load and Convert the wasp
wasp = pygame.sprite.Sprite()
wasp.image = pygame.image.load("wasp1.gif")
wasp.rect = wasp.image.get_rect()
wasp_group = pygame.sprite.GroupSingle(wasp)
orchids = pygame.sprite.OrderedUpdates()
for i in range(7):
tmp_x = random.randrange(0, 1240)
tmp_y = random.randrange(0, 700)
orchids.add(Orchid([tmp_x, tmp_y]))
buzz = pygame.mixer.Sound("buzz.wav")
#Clock and Loop Variables
framerate = pygame.time.Clock()
GameGo = True
wasp_move = 5
#The Main Loop
while GameGo:
#Tick the Clock
framerate.tick(60)
#Keyborad Keypress Events, Movement
if pygame.key.get_pressed()[K_UP]:
wasp.rect.top -= wasp_move
if wasp.rect.top < -30:
wasp.rect.top = -30
if pygame.key.get_pressed()[K_DOWN]:
wasp.rect.top += wasp_move
if wasp.rect.top > 625:
wasp.rect.top = 625
if pygame.key.get_pressed()[K_LEFT]:
wasp.rect.right -= wasp_move
if wasp.rect.right < 110:
wasp.rect.right = 110
if pygame.key.get_pressed()[K_RIGHT]:
wasp.rect.right += wasp_move
if wasp.rect.right > 1255:
wasp.rect.right = 1255
for orchids in pygame.sprite.groupcollide(wasp_group, orchids, False, True):
buzz.play()
## #Blit our Images
screen.blit(background, (0, 0))
wasp_group.draw(screen)
orchids.draw(screen)
orchids.update()
pygame.display.update()
#Handle a Close Event
for event in pygame.event.get():
if event.type == pygame.QUIT:
GameGo = False
pygame.quit()
Upvotes: 1
Views: 114
Reputation: 6988
Your loop
for orchids in pygame.sprite.groupcollide(wasp_group, orchids, False, True):
buzz.play()
causes the name orchids
to be assigned to each orchid returned from groupcollide()
, one by one. In Python, for
loops don't introduce a new scope, so what's happening is that you're overwriting the name orchids
each iteration of this loop.
Then, at orchids.draw
, you are trying to find that method in the individual orchid (the Sprite
object) when, as Malik Brahimi points out, it's a method of sprite groups. Hence 'Sprite' object has no attribute 'draw'
.
You can fix this by changing the loop variable from orchids
to orchid
. Then nothing gets overwritten.
Upvotes: 1