I am currently writing a small game under separate files and am having an issue with pygame.sprite.Sprite. Every time I go to run the player class I get this error AttrbuteError: "module" object has no attribute "sprite". I have done many searches on this site and have also looked on the pygame website for answers but I have only found other bits of code and answers that do not resolve my current issue. If anyone could help me with my issue that would be great.
here's my class for the player:
import pygame
import pygame.sprite as Sprite
class player(Sprite.sprite):
def _init_(self,plyrmovement,plyrhealth,plyrdirection):
Sprite.Sprite._init_(self)
def plyrmovement(left,right):
position=[100,100]
direct_left = 'player left'
direct_right = 'player right'
def right():
if event.key == ord('d'):
position[0] += 5
plyrdirection = direct_right
sprite.sprite='playerleft'
def left():
if event.key == ord('a'):
position[0] -= 5
plyrdirection = direct_left
sprite.sprite = 'playerright'
def shoot(self,bullet):
if event.key == K_SPACE:
bullet.bulletmove
def plyrhealth(self):
self.health = 100
class bullet(pygame.Sprite.Sprite):
def _init_(self,bulletmove,bulletdamage):
pygame.image.load('bullet sprite.png')
The full name is pygame.sprite.Sprite.
If you use import pygame.sprite as Sprite then correct name is player(Sprite.Sprite) not player(Sprite.sprite) - see upper S in both Sprite.
As for me it is better to use class player(pygame.sprite.Sprite) and bullet(pygame.sprite.Sprite) - lower s in first sprite and upper S in second Sprite - and without import pygame.sprite as Sprite
import pygame
class Player(pygame.sprite.Sprite):
def __init__(self,plyrmovement, plyrhealth, plyrdirection):
pygame.sprite.Sprite.__init__(self)
# ...rest...
class Bullet(pygame.sprite.Sprite):
def __init__(self, bulletmove, bulletdamage):
pygame.sprite.Sprite.__init__(self)
# ...rest...
BTW:
it has to be two _ before and after init
you could use CamelCase names for classes - Player, Bullet - similar to Sprite, Rect. See suggestions in PEP8 (PEP 0008 -- Style Guide for Python Code)(PEP8 - Class Names)
use empty line before class and def to make code more readable (PEP8 - Blank Lines).
Related
IMAGE WITH ERROR IN MY PYTHON GAME:
I want to run my application, but see this error, how to fix it?
Image with a correctly format is not a possible to open, this is a simple game make in a Python
import random
from livewires import games
games.init(screen_width=640,screen_height=480,fps=50)
class Ship(games.Sprite):
def update(self):
if games.keyboard.is_pressed(games.K_RIGHT):
self.angle+=1
if games.keyboard.is_pressed(games.K_LEFT):
self.angle-=1
if games.keyboard.is_pressed(games.K_1):
self.angle=0
if games.keyboard.is_pressed(games.K_2):
self.angle=90
if games.keyboard.is_pressed(games.K_3):
self.angle=180
if games.keyboard.is_pressed(games.K_4):
self.angle=270
class Asteroid(games.Sprite):
SMALL = 1
MEDIUM = 2
LARGE = 3
images={SMALL : games.load_image("asteroida_s.bmp"),
MEDIUM : games.load_image('asteroida_m.bmp'),
LARGE : games.load_image('asteroida_l.bmp') }
SPEED=2
def main():
nebula_image=games.load_image("mglawica.jpg")
games.screen.background=nebula_image
for i in range(8):
x=random.randrange(games.screen.width)
y=random.randrange(games.screen.height)
size-random.choice([Asteroid.SMALL,Asteroid.MEDIUM,Asteroid.LARGE,])
new_asteroid=Asteroid(x=x,y=y,size=size)
game.screen.add(new_asteroid)
games.screen.mainloop()
def main():
nebula_image=games.load_image("mglawica.jpg",transparent=false)
games.screen.background=nebula_image
ship_image=games.load_image("statek.bmp")
the_ship=Ship(image=ship_image,
x=games.scren.width/2,
y=games.scren.height/2)
games.scren.add(the_ship)
games.screen.mainloop()
def play(self):
nebula_image=games.load_image("mglawica.jpg")
games.screen.background=nebula_image
self.advance()
games.screen.mainloop()
def advanced(self):
self.level+=1
BUFFER=150
for i in range(self.level):
x_min=random.randrage(BUFFER)
y_min=BUFFER-x_min
x=self.ship.x+x_distance
y=self.ship.y+y_distance
x%=games.screen.width
y%=games.screen.height
new_asteroid=Asteroid(game=self,x=x,y=y,size=Asteroid.LARGE)
game.screen.add(new_asteroid)
def end():
end_message=games.Message(value="Koniec gry",
size=90,
color=color.red,
x=games.screen.width/2,
y=games.screen.height/2,
lifetime=10*games.scren.fps,after_death=games.screen.quit,
is_sollideable=False)
games.scren.add(end_message)
def die(self):
if self.size !=Asteroid.SMALL:
for i in range(Asteroid.SMALL):
new_asteroid=Asteroid(x=self.x,
y=self.y,
size=self.size-1)
game.screen.add(new_asteroid)
self.destroy()
While your code is very messy (no indentation), I think I have a way to fix it. First, I question your need to import livewire, and also wonder why you marked this question as pygame. You never imported pygame. So my solution will be written in pygame.
First, you have to load the images (and if you want assign it to a variable):
image = pygame.image.load(filename)
Then, you have to convert the Surface, or basically just the image.
image = pygame.image.load(filename).convert()
I am a new pyqtgraph users,try to "Embedding widgets inside PyQt applications"following the instructions in http://www.pyqtgraph.org/documentation/how_to_use.html. in my example I promote Graphics view to PlotWidget, then save as "test2.ui", also follow the "crosshair/mouse interaction" example,my code:
import sys
import numpy
from PyQt5 import QtCore, QtGui,uic,QtWidgets
from PyQt5.QtWidgets import *
import pyqtgraph as pg
import os
hw,QtBaseClass=uic.loadUiType("test.ui")
def gaussian(A, B, x):
return A * numpy.exp(-(x / (2. * B)) ** 2.)
class MyApp(QtWidgets.QMainWindow, hw):
def __init__(self):
super().__init__()
self.setupUi(self)
winSize=self.size()
self.view.resize(winSize.width(),winSize.height())
x = numpy.linspace(-5., 5., 10000)
y =gaussian(5.,0.2, x)
self.p=self.view.plot(x,y)
proxy = pg.SignalProxy(self.view.scene().sigMouseMoved, rateLimit=60, slot=self.mouseMoved)
self.view.enableAutoRange("xy", True)
def mouseMoved(evt):
print("mouseTest")
mousePoint = self.p.vb.mapSceneToView(evt[0])
label.setText(
"<span style='font-size: 14pt; color: white'> x = %0.2f, <span style='color: white'> y = %0.2f</span>" % (
mousePoint.x(), mousePoint.y()))
if __name__ == "__main__":
app = QtWidgets.QApplication(sys.argv)
window = MyApp()
window.show()
sys.exit(app.exec_())
it seems not get the mouse move event;
after change
proxy = pg.SignalProxy(self.view.scene().sigMouseMoved, rateLimit=60, slot=self.mouseMoved)
to
self.view.scene().sigMouseMoved.connect(self.mouseMoved),
output"MouseTest",but program imediatly crash.
can any one give me some help
Two things:
Re: Crashing
It seems as if you haven't placed a label in the GUI to modify, perhaps your code is seeing this and kicks it back to you. If you're using qtDesigner, it is likely defined as self.label, and in my GUI, I was required to use self.label to reference it.
Re: mouseMoved function
I was just struggling with a similar issue of it not working. I was able to get mine to work by changing the evt[0] to simply evt, something I think they moved to from pyqt4 to pyqt5.
Here's an example of what I was able to get to work:
..........setup code above... IN THE setupUi function:
..........setup code above...
Plotted = self.plot
vLine = pg.InfiniteLine(angle=90, movable=False)
hLine = pg.InfiniteLine(angle=0, movable=False)
Plotted.addItem(vLine, ignoreBounds=True)
Plotted.addItem(hLine, ignoreBounds=True)
Plotted.setMouseTracking(True)
Plotted.scene().sigMouseMoved.connect(self.mouseMoved)
def mouseMoved(self,evt):
pos = evt
if self.plot.sceneBoundingRect().contains(pos):
mousePoint = self.plot.plotItem.vb.mapSceneToView(pos)
self.label.setText("<span style='font-size: 15pt'>X=%0.1f, <span style='color: black'>Y=%0.1f</span>" % (mousePoint.x(),mousePoint.y()))
self.plot.plotItem.vLine.setPos(mousePoint.x())
self.plot.plotItem.hLine.setPos(mousePoint.y()
...the if__name__ =="__main__": function .....
In my case, I did not pass the proxy statement, and instead just went for the sigMouseMoved since it already passes the information the proxy would. I think this was in the example in pyqt5 (and commented out) because it was the change. However, the comment didn't specifically state this.
In my new program, I kept having the same lines of code show up, so I decided to make a function, and call it when I want. But I keep getting an error that tells me "my function in not defined". I am new to Python programming and I can't figure it out!
This is my code:
import tkinter as tk
from tkinter import ttk
class GUI(tk.Tk):
def __init__(self):
tk.Tk.__init__(self)
#Window_Creation
scr_xloc = int(self.winfo_screenwidth() / 2 - 800 / 2)
scr_yloc = int(self.winfo_screenheight() / 2 - 600 / 2 - 30)
self.geometry("800x600+{}+{}".format(scr_xloc, scr_yloc))
self.minsize(width = 800, height = 600)
...
def Factorial_Calculation():
user_input = int(float(user_input))
import math
factorial_num = math.factorial(user_input)
self.Output_Box.delete("1.0", "end")
self.Output_Box.insert("1.0", str(user_input) + "! = " + str(factorial_num))
def x_Factorial_Loop(self, event):
global user_input
...
Factorial_Calculation()
Your problem is the calling of Factorial_Calculation(), you should call it within the class as self.Factorial_Calculation() but outside of the class is a different thing. Add "self." in front of your called function, as it applies to that class you called it in and pulls up the definition from the class you called it in.
I have managed to use suggested code in order to render HTML from a webpage and then parse, find and use the text as wanted. I'm using PyQt4. However, the webpage I am interested in is updated frequently and I want to rerender the page and check the updated HTML for new info.
I thus have a loop in my pythonscript so that I sort of start all over again. However, this makes the program crash. I have searched the net and found out that this is to be expected, but I have not found any suggestion on how to do it correctly. It must be simple, I guess?
from PyQt4.QtGui import *
from PyQt4.QtCore import *
from PyQt4.QtWebKit import *
class Render (QWebPage):
def __init__(self, url):
self.app = QApplication(sys.argv)
QWebPage.__init__(self)
self.loadFinished.connect(self._loadFinished)
self.mainFrame().load(QUrl(url))
self.app.exec_()
def _loadFinished(self, result):
self.frame = self.mainFrame()
self.app.quit()
r = Render(url)
html = r.frame.toHtml()
S,o when I hit r=Render(url) the second time, it crashes. S,o I am looking for something like r = Rerender(url).
As you might guess, I am not much of a programmer, and I usually get by by stealing code I barely understand. But this is the first time I can't find an answer, so I thought I should ask a question myself.
I hope my question is clear enough and that someone has the answer.
Simple demo (adapt to taste):
import sys, signal
from PyQt4 import QtCore, QtGui, QtWebKit
class WebPage(QtWebKit.QWebPage):
def __init__(self, url):
super(WebPage, self).__init__()
self.url = url
self.mainFrame().loadFinished.connect(self.handleLoadFinished)
self.refresh()
def refresh(self):
self.mainFrame().load(QtCore.QUrl(self.url))
def handleLoadFinished(self):
print('Loaded:', self.mainFrame().url().toString())
# do stuff with html ...
print('Reloading in 3 seconds...\n')
QtCore.QTimer.singleShot(2000, self.refresh)
if __name__ == '__main__':
signal.signal(signal.SIGINT, signal.SIG_DFL)
app = QtGui.QApplication(sys.argv)
webpage = WebPage('http://en.wikipedia.org/')
print('Press Ctrl+C to quit\n')
sys.exit(app.exec_())
I am trying to find the simplest example of a custom widget being written for Gtk-3.
So far the best thing I've found is this (using PyGTK), but it seems to be targeted to Gtk-2.
BTW: I don't care the language it is written in, but if we can avoid C++, much better!
Python3 Gtk3 it is, then:
from gi.repository import Gtk
class SuperSimpleWidget(Gtk.Label):
__gtype_name__ = 'SuperSimpleWidget'
Here is a non-trivial example that actually does something, namely paints its background and draws a diagonal line through it. I'm inheriting from Gtk.Misc instead of Gtk.Widget to save some boilerplate (see below):
class SimpleWidget(Gtk.Misc):
__gtype_name__ = 'SimpleWidget'
def __init__(self, *args, **kwds):
super().__init__(*args, **kwds)
self.set_size_request(40, 40)
def do_draw(self, cr):
# paint background
bg_color = self.get_style_context().get_background_color(Gtk.StateFlags.NORMAL)
cr.set_source_rgba(*list(bg_color))
cr.paint()
# draw a diagonal line
allocation = self.get_allocation()
fg_color = self.get_style_context().get_color(Gtk.StateFlags.NORMAL)
cr.set_source_rgba(*list(fg_color));
cr.set_line_width(2)
cr.move_to(0, 0) # top left of the widget
cr.line_to(allocation.width, allocation.height)
cr.stroke()
Finally, if you really want to derive from Gtk.Widget then you also have to set up a drawing background. Gtk.Misc does that for you, but Gtk.Widget could be a container that doesn't actually draw anything itself. But inquiring minds want to know, so you could do it like so:
from gi.repository import Gdk
class ManualWidget(Gtk.Widget):
__gtype_name__ = 'ManualWidget'
def __init__(self, *args, **kwds):
# same as above
def do_draw(self, cr):
# same as above
def do_realize(self):
allocation = self.get_allocation()
attr = Gdk.WindowAttr()
attr.window_type = Gdk.WindowType.CHILD
attr.x = allocation.x
attr.y = allocation.y
attr.width = allocation.width
attr.height = allocation.height
attr.visual = self.get_visual()
attr.event_mask = self.get_events() | Gdk.EventMask.EXPOSURE_MASK
WAT = Gdk.WindowAttributesType
mask = WAT.X | WAT.Y | WAT.VISUAL
window = Gdk.Window(self.get_parent_window(), attr, mask);
self.set_window(window)
self.register_window(window)
self.set_realized(True)
window.set_background_pattern(None)
Edit and to actually use it:
w = Gtk.Window()
w.add(SimpleWidget())
w.show_all()
w.present()
import signal # enable Ctrl-C since there is no menu to quit
signal.signal(signal.SIGINT, signal.SIG_DFL)
Gtk.main()
Or, more fun, use it directly from the ipython3 REPL:
from IPython.lib.inputhook import enable_gtk3
enable_gtk3()
w = Gtk.Window()
w.add(SimpleWidget())
w.show_all()
w.present()
Here's a tutorial about writing a GTK 3 custom container widget in C: http://ptomato.name/advanced-gtk-techniques/html/custom-container.html It's probably more complicated than you need for writing a simple widget. You might also check out the migration guide from GTK 2 to 3: https://developer.gnome.org/gtk3/stable/gtk-migrating-2-to-3.html
SO far the best reference to:
- understand Gobject (from wich gtk widget derive)
- have some boiler code and c code
https://developer.gnome.org/gobject/stable/howto-gobject.html
I know it's not Python written, but converting from c to python is a piece of cake
(what matter is the algorithm, not the language)