I'm new at pygame, so I don't know so much about sprites. I wanted to make my code more clean so I used a sprite. And to display my image with rect I wrote:
self.frame_index = 0
self.surf = self.frames[self.frame_index]
self.frame_rect = self.surf.get_rect(midtop = (self.x_pos, self.y_pos))
But it raised AttributeError: 'Enemy' object has no attribute 'image' error. Enemy is my class' name. When I used self.image and self.rect instead of self.surf and self.frame_rect my code worked properly.
My main question is: Why we have to use self.rect and self.image when we use a sprite to determine our surface and rect?
My main question is: Why we have to use self.rect and self.image when we use a sprite to determine our surface and rect?
This is related to the pygame.sprite.Group
. Groups are used to manage Sprites. pygame.sprite.Group.draw()
and pygame.sprite.Group.update()
are methods which are provided by pygame.sprite.Group
.
The former delegates the to the update
method of the contained pygame.sprite.Sprite
s - you have to implement the method. See pygame.sprite.Group.update()
:
Calls the
update()
method on all Sprites in the Group [...]
The later uses the image
and rect
attributes of the contained pygame.sprite.Sprite
s to draw the objects - you have to ensure that the pygame.sprite.Sprite
s have the required attributes. See pygame.sprite.Group.draw()
:
Draws the contained Sprites to the Surface argument. This uses the
Sprite.image
attribute for the source surface, andSprite.rect
. [...]
Minimal example:
import pygame
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self, center_pos):
super().__init__()
self.image = pygame.Surface((40, 40))
self.image.fill((0, 255, 0))
self.rect = self.image.get_rect(center = center_pos)
def update(self, surf):
keys = pygame.key.get_pressed()
self.rect.x += (keys[pygame.K_d]-keys[pygame.K_a]) * 5
self.rect.y += (keys[pygame.K_s]-keys[pygame.K_w]) * 5
self.rect.clamp_ip(surf.get_rect())
all_sprites = pygame.sprite.Group([Player(window.get_rect().center)])
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_sprites.update(window)
window.fill(0)
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
exit()