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 Coding problem in a Pygame
#1
Hi! Im Sghet, im starting to program in Python 3. Im learning with the "Python crash course" of Eric Matthes. One of the project is to code a game similar to Space invaders. I had the game running without a problem until I implemented a button to make the game start, Now im having this error.

Error:
Traceback(most recent call last): File "alien_invasion.py", line 41, in <module> run_game() File "alien_invasion.py", line 40, in run_game gf.update_screen(ai_settings, screen, stats, ship, bullets, aliens, play_button) File "C:\Users\alien_invasion\game_functions.py", line 82, in update_screen ship.blitme() AttributeError: 'GameStats' object has no attribute 'blitme'
The code where the error is presented is this:
The game run perfect until i added the button

 
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep

def check_keydown_events(event, ai_settings, screen, ship, bullets):
	""" Respond to keypresses"""
	if event.key == pygame.K_RIGHT:
		ship.moving_right = True
	if event.key == pygame.K_LEFT:
		ship.moving_left = True
	if event.key == pygame.K_q:
		sys.exit()
	
	elif event.key == pygame.K_SPACE:
		fire_bullet(ai_settings, screen, ship, bullets)
		
def fire_bullet(ai_settings, screen, ship, bullets):
	"""Fire a bullet it the limit has not been reach"""
	#Create a new bullet and add it to the bullet groups
	if len(bullets) < ai_settings.bullets_allowed:
		new_bullet = Bullet(ai_settings, screen, ship)
		bullets.add(new_bullet)

def get_number_aliens_x(ai_settings, alien_width):
	"""Determine the number of aliens that fit in the screen"""
	available_space_x = ai_settings.screen_width - 2 * alien_width
	number_aliens_x = int(available_space_x / (2 * alien_width))
	return number_aliens_x

def get_number_rows(ai_settings, ship_height, alien_height):
	"""Determine the number of aliens that fit in the screen"""
	available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
	number_rows = int(available_space_y / (2 * alien_height))
	return number_rows
	
def create_alien(ai_settings, screen, aliens, alien_number, row_number):	
	"""Create an alien and place it in the row"""
	alien = Alien(ai_settings, screen)
	alien_width = alien.rect.width
	alien.x = alien_width + 2 * alien_width * alien_number
	alien.rect.x = alien.x
	alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
	aliens.add(alien)

def create_fleet(ai_settings, screen, ship, aliens):
	"""Create a full fleet of aliens"""
	alien = Alien(ai_settings, screen)
	number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
	number_row =  get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
	#Create the fleet of aliens.
	for row_number in range(number_row):
		for alien_number in range(number_aliens_x):
			create_alien(ai_settings, screen, aliens, alien_number, row_number)
		
def check_keyup_events(event, ship):
	"""Respond to key releases""" 
	if event.key == pygame.K_RIGHT:	
		ship.moving_right = False
	if event.key == pygame.K_LEFT:
		ship.moving_left = False	
				
def check_events(ai_settings, screen, ship, bullets):
	"""Respond to mouse and keyboard input"""
	for event in pygame.event.get():
		if event.type == pygame.QUIT:
			sys.exit()			
		elif event.type == pygame.KEYDOWN:
			check_keydown_events(event, ai_settings, screen, ship, bullets)
		elif event.type == pygame.KEYUP:
			check_keyup_events(event, ship)
			
def update_screen(ai_settings, screen, ship, stats, bullets, aliens, play_button):
	"""Update the images in the screen"""
		
	#Redraw the screen during each pass through the loop.
	screen.fill(ai_settings.bg_color)		
	#Redraw all the bullets behind the ship and aliens
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	ship.blitme()
	aliens.draw(screen)
	#Draw the play button if the game is inactive
	if not stats.game_active:
		play_button.draw_button()		
	
	#Make the most recent drawn screen visible.
		pygame.display.flip()
		

def update_bullets(ai_settings, screen, ship, aliens, bullets):
	"""Update position of bullets and get rid of old bullets"""
	bullets.update()
	#Get rids of the bullets that have disappeared
	for bullet in bullets.copy():
		if bullet.rect.bottom <= 0:
			bullets.remove(bullet)
	check_bullet_alien_collision(ai_settings, screen, ship, aliens, bullets)
	
def check_bullet_alien_collision(ai_settings, screen, ship, aliens, bullets):
	"""Respond to any bullet-alien collision"""
	collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
	if len(aliens) == 0:
		#Destroy existing bullets and refill the fleet
		bullets.empty()
		create_fleet(ai_settings, screen, ship, aliens)
	
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
	"""Check if the aliens is in the edge and update the position of the aliens"""
	check_fleet_edges(ai_settings, aliens)
	aliens.update()
	#Look for alien-Bullet collision
	if pygame.sprite.spritecollideany(ship, aliens):
		ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
	check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
	
def check_fleet_edges(ai_settings, aliens):
	"""Respond if the aliens reach the edge"""
	for alien in aliens.sprites():
		if alien.check_edges():
			change_fleet_direction(ai_settings, aliens)
			break
			
def change_fleet_direction(ai_settings, aliens):
	"""Drop the fleet and change directions"""
	for alien in aliens.sprites():
		alien.rect.y += ai_settings.fleet_drop_speed
	ai_settings.fleet_direction *= -1
	
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
	"""Respond to a ship being hit"""
	if stats.ship_left > 0:
		#Decrement the ships remaining
		stats.ship_left -= 1
		#Empty the list of bullets and aliens
		aliens.empty()
		bullets.empty()
		#Create a new fleet and center the ship
		create_fleet(ai_settings, screen, ship, aliens)
		ship.center_ship()
		#Pause
		sleep(0.5)
	else:
		stats.game_active = False
	
	
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
	"""Check if any alien hit the bottom"""
	screen_rect = screen.get_rect()
	for alien in aliens.sprites():
		if alien.rect.bottom >= screen_rect.bottom:
			#Treat this the same as if the ship was hit
			ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
			break
			

I Dont know if this is a silly error or just completly bad code that i need to delete and start over. Im Sorry if this is a alot of code. I didnt know if providing only the part that has the "ship.blitme()" would be enough to help me!

Ps: Is there a place in the forum to make introductions? I dont seem to find it!
Quote
#2
Since ship is defined in another module, can't see what it looks like.
The error is telling you that ship (if a class) has no method blitme
metulburr likes this post
Quote
#3
(Apr-20-2018, 06:12 PM)Sghet Wrote: Ps: Is there a place in the forum to make introductions? I dont seem to find it!

Hello and welcome!
You can drop a line here.
Quote
#4
I'm pretty sure this is an argument issue. The drawback of this function-based approach to the game is the number of arguments that are being passed between the various functions.

Make sure the arguments in the call to update_screen() in alien_invasion.py match the parameters in the update_screen() function definition in game_functions.py. I'm pretty sure one of the arguments got placed out of order, so the stats object got matched with the ship parameter.
Quote
#5
In line 74 your "bullets, aliens"

def update_screen(ai_settings, screen, ship, stats, bullets, aliens, play_button):


should be reversed to "aliens, bullets,"

def update_screen(ai_settings, screen, ship, stats, aliens, bullets, play_button):

to match your sequence on lines

92 def update_bullets(ai_settings, screen, ship, aliens, bullets):

101 def check_bullet_alien_collision(ai_settings, screen, ship, aliens, bullets):

109 def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):

131
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