2
votes

I am attempting to make a ball bounce simulation using the Pygame module in Python 3.7.3. The class I have displays the balls but doesn't work with movement. The error is "local variable x referenced before assignment." I think this means that it is local but needs to be global, however to have the number of balls as a variable (so i can say how many to generate) i don't know how to fix this.

I've tried reading other questions but none have solved my issue. I am able to get a single ball bouncing around the screen with border collision working but not when i make it object oriented. I have also played around with self variables to refer to each individual ball but that didn't work.

class BallEntity():
    def __init__(self, radius):
        x = random.randint(radius, win_width - radius)
        y = random.randint(radius, win_height - radius)
        pos = x, y
        pygame.draw.circle(win, (248, 24, 148), pos, radius)
        dx = random.randint(-5, 5)
        dy = random.randint(-5, 5)
        BallEntity.movement(self)

    def movement(self):
        if x <= r1 or x >= win_width - r1:
            dx = -dx
        elif x > r1 and x < win_width -r1:
            x += dx

        if y <= r1 or y >= win_height - r1:
            dy = -dy
        elif self.y > r1 and self.y < win_height -r1:
            y += dy


numbBalls = 8
r1 = 8
for i in range(numbBalls):
    BallEntity.__init__(i, r1)

I expect the balls to print and move with collision working, but instead I get the error "local variable x referenced before assignment."

1
always put full error message (Traceback) in question (as text, not screenshot). There are other useful information.furas
instead of BallEntity.movement(self) you can do self.movement() and this is prefered method.furas
your variables are local - you have to use self. to have access to variables in all methods in class - self.x, self.y, self.dx, self.dy,furas
not BallEntity.__init__(i, r1) but BallEntity(r1)furas

1 Answers

-1
votes
  • global win,x,y let us remove x not defined`
  • Also, x, y is used in internal class instead global variable to various circles point.

import random

import pygame, sys
import time
from pygame.locals import *

pygame.init()

win_width = 500
win_height = 400
radius = 90

win = pygame.display.set_mode((win_width, win_height), 0, 32)

class BallEntity():
    win = None

    x = 0
    y = 0

    dx = 1
    dy = 1

    radius = 0
    # preious position(used for delete previous circle after movement)
    prePos = 0, 0
    pos = 0, 0
    def __init__(self, i, radius):
        self.radius = radius

        # random position (x, y)
        self.x = random.randint(radius, win_width - radius)
        self.y = random.randint(radius, win_height - radius)

        self.dx = random.randint(-5, 5)
        self.dy = random.randint(-5, 5)

    def movement(self):
        global win

        if self.x <= r1 or self.x >= win_width - r1:
            self.dx = -self.dx
        elif self.x > r1 and self.x < win_width -r1:
            self.x += self.dx

        if self.y <= r1 or self.y >= win_height - r1:
            self.dy = -self.dy
        elif self.y > r1 and self.y < win_height -r1:
            self.y += self.dy

        self.pos = self.x, self.y
        # draw background color to delete previous position
        pygame.draw.circle(win, (0, 0, 0), self.prePos, self.radius)
        # draw circle
        pygame.draw.circle(win, (248, 24, 148), self.pos, self.radius)

        self.prePos = self.pos

numbBalls = 5
r1 = 8


balls = []



# Create balls and store list
for i in range(numbBalls):
    e = BallEntity(i, r1)
    balls.append(e)

while True:
    # update circle position via movement()
    for i in range(numbBalls):
        balls[i].movement()

    pygame.display.update()
    # delay for animation
    time.sleep(0.1)
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()