Class 'int' does not define '__getitem__', so the '[]' operator cannot be used on its instances
Question:
I’m currently learning Pygame and got stuck on this error:
Class ‘int’ does not define ‘getitem‘, so the ‘[]’ operator cannot
be used on its instances
It happens on lines 125, 128, 134 and 144.
import pygame
import random
import math
# Initialize pygame module
pygame.init()
# Create the screen
screen = pygame.display.set_mode((800, 600))
# Background
background = pygame.image.load('back.png')
# Caption and Icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load('ufo (1).png')
pygame.display.set_icon(icon)
# Player
playerImg = pygame.image.load('spaceship.png')
playerX = 370
playerY = 480
playerX_change = 0
speed = 1
minPosition = 0
maxPosition = 736
# Enemy
# corrected a bug where line31 makes enem spawns after 736 pixels which is bigger
# than enemyMaxPosition, causing it to fall off screen.
enemyImg = [] # This means an empty list
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
enemySpeed = []
enemyMinPosition = []
enemyMaxPosition = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemyImg.append(pygame.image.load('enemy.png'))
enemyX.append(random.randint(0, 735))
enemyY.append(random.randint(50, 150))
enemyX_change.append(0.5)
enemyY_change.append(40)
enemySpeed.append(0.5)
enemyMinPosition.append(0)
enemyMaxPosition.append(736)
# Bullet
# bullet_isFiring = False // Can't see bullet on screen
# bullet_isFiring = True // Can see bullet on screen
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletY_change = 10
bullet_isFiring = False
# Score
score = 0
def player(x, y):
screen.blit(playerImg, (x, y))
def enemy(x, y, i):
screen.blit(enemyImg[i], (x, y))
# global keyword access generic variable bullet_isFiring
def fire_bullet(x, y):
global bullet_isFiring
bullet_isFiring = True
screen.blit(bulletImg, (x + 16, y + 10))
# Define whether a collision between two objects has ocurred or not
# object1 // enemy
# object2 // bullet
def isCollision(object1_X, object1_Y, object2_X, object2_Y):
distance = math.sqrt(math.pow((object2_X - object1_X), 2) + math.pow((object2_Y - object1_Y), 2))
if distance < 27:
return True
# Game Loop
running = True
while running:
screen.fill((0, 0, 0))
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# If keystroke is pressed check whether its right or left
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -speed
if event.key == pygame.K_RIGHT:
playerX_change = speed
if event.key == pygame.K_SPACE:
if bullet_isFiring is False:
bulletX = playerX
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
playerX += playerX_change
enemyX += enemyX_change
# Player Movement
if playerX <= minPosition:
playerX = minPosition
elif playerX >= maxPosition:
playerX = maxPosition
# Enemy Movement
for i in range(num_of_enemies):
if enemyX[i] <= enemyMinPosition[i]:
enemyX_change[i] = enemySpeed[i]
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= enemyMaxPosition[i]:
enemyX_change[i] = -enemySpeed[i]
enemyY[i] += enemyY_change[i]
# Collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
bulletY = 480
bullet_isFiring = False
score += 50
print(score)
enemyX = random.randint(0, 735)
enemyY = random.randint(0, 150)
# Enemy Spawn
enemy(enemyX[i], enemyY[i], i)
# Bullet Movement
if bulletY <= 0:
bullet_isFiring = False
bulletY = 480
if bullet_isFiring is True:
bulletY -= bulletY_change
fire_bullet(bulletX, bulletY)
player(playerX, playerY)
pygame.display.update()
Answers:
enemyX
and enemyY
are lists of coordinates. Why you generate a new random position for an enemy you need to set the corresponding coordinate in the list:
for i in range(num_of_enemies):
# [...]
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
# [...]
# REMOVE
# enemyX = random.randint(0, 735)
# enemyY = random.randint(0, 150)
# ADD
enemyX[i] = random.randint(0, 735)
enemyY[i] = random.randint(0, 150)
I’m currently learning Pygame and got stuck on this error:
Class ‘int’ does not define ‘getitem‘, so the ‘[]’ operator cannot
be used on its instances
It happens on lines 125, 128, 134 and 144.
import pygame
import random
import math
# Initialize pygame module
pygame.init()
# Create the screen
screen = pygame.display.set_mode((800, 600))
# Background
background = pygame.image.load('back.png')
# Caption and Icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load('ufo (1).png')
pygame.display.set_icon(icon)
# Player
playerImg = pygame.image.load('spaceship.png')
playerX = 370
playerY = 480
playerX_change = 0
speed = 1
minPosition = 0
maxPosition = 736
# Enemy
# corrected a bug where line31 makes enem spawns after 736 pixels which is bigger
# than enemyMaxPosition, causing it to fall off screen.
enemyImg = [] # This means an empty list
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
enemySpeed = []
enemyMinPosition = []
enemyMaxPosition = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemyImg.append(pygame.image.load('enemy.png'))
enemyX.append(random.randint(0, 735))
enemyY.append(random.randint(50, 150))
enemyX_change.append(0.5)
enemyY_change.append(40)
enemySpeed.append(0.5)
enemyMinPosition.append(0)
enemyMaxPosition.append(736)
# Bullet
# bullet_isFiring = False // Can't see bullet on screen
# bullet_isFiring = True // Can see bullet on screen
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletY_change = 10
bullet_isFiring = False
# Score
score = 0
def player(x, y):
screen.blit(playerImg, (x, y))
def enemy(x, y, i):
screen.blit(enemyImg[i], (x, y))
# global keyword access generic variable bullet_isFiring
def fire_bullet(x, y):
global bullet_isFiring
bullet_isFiring = True
screen.blit(bulletImg, (x + 16, y + 10))
# Define whether a collision between two objects has ocurred or not
# object1 // enemy
# object2 // bullet
def isCollision(object1_X, object1_Y, object2_X, object2_Y):
distance = math.sqrt(math.pow((object2_X - object1_X), 2) + math.pow((object2_Y - object1_Y), 2))
if distance < 27:
return True
# Game Loop
running = True
while running:
screen.fill((0, 0, 0))
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# If keystroke is pressed check whether its right or left
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -speed
if event.key == pygame.K_RIGHT:
playerX_change = speed
if event.key == pygame.K_SPACE:
if bullet_isFiring is False:
bulletX = playerX
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
playerX += playerX_change
enemyX += enemyX_change
# Player Movement
if playerX <= minPosition:
playerX = minPosition
elif playerX >= maxPosition:
playerX = maxPosition
# Enemy Movement
for i in range(num_of_enemies):
if enemyX[i] <= enemyMinPosition[i]:
enemyX_change[i] = enemySpeed[i]
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= enemyMaxPosition[i]:
enemyX_change[i] = -enemySpeed[i]
enemyY[i] += enemyY_change[i]
# Collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
bulletY = 480
bullet_isFiring = False
score += 50
print(score)
enemyX = random.randint(0, 735)
enemyY = random.randint(0, 150)
# Enemy Spawn
enemy(enemyX[i], enemyY[i], i)
# Bullet Movement
if bulletY <= 0:
bullet_isFiring = False
bulletY = 480
if bullet_isFiring is True:
bulletY -= bulletY_change
fire_bullet(bulletX, bulletY)
player(playerX, playerY)
pygame.display.update()
enemyX
and enemyY
are lists of coordinates. Why you generate a new random position for an enemy you need to set the corresponding coordinate in the list:
for i in range(num_of_enemies):
# [...]
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
# [...]
# REMOVE
# enemyX = random.randint(0, 735)
# enemyY = random.randint(0, 150)
# ADD
enemyX[i] = random.randint(0, 735)
enemyY[i] = random.randint(0, 150)