Apr-20-2018, 06:12 PM
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.
The game run perfect until i added the button
Ps: Is there a place in the forum to make introductions? I dont seem to find it!
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) breakI 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!