Hi, I am trying to add lives to my pygame.I am using acer SWIFT computer.I
am using 3.7.3 python version and pygame 1.9.5

however the following error is coming:
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 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()
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