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() _______________________________________________ Tutor maillist - 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