title: Pygame sprite collision: object has no attribute 'sprites'
body: <p>I am making a game in Python pygame and have made a moving background, a jumping sprite as a player and spawning obstacles. Now I am working on the collision between the player and obstacles and have worked out some code but eventually an error occurs:  </p>
  
  <pre><code>      collided = pygame.sprite.spritecollide(player, obsticles, True)
      File "C:\Users\Kasutaja\AppData\Roaming\Python\Python27\site 
  packages\pygame\sprite.py", line 1514, in spritecollide
          for s in group.sprites():
      AttributeError: 'Obsticles' object has no attribute 'sprites'
  </code></pre>
  
  <p>I have no idea, why that class is not a sprite and how to make it a sprite. I hope after fixing this error the collision works.</p>
  
  <p>player image <a href="https://i.stack.imgur.com/HLKvl.png" rel="nofollow noreferrer">1</a></p>
  
  <p>obsticles image <a href="https://i.stack.imgur.com/CNq5y.png" rel="nofollow noreferrer">2</a></p>
  
  <p>background image <a href="https://i.stack.imgur.com/zY5l7.png" rel="nofollow noreferrer">3</a></p>
  
  <pre><code>import pygame, random
  
  pygame.init()
  
  
  W, H = 800,600
  HW, HH = W/2,H/2
  AREA = W * H
  
  bg = pygame.image.load('Linn.png')
  bg = pygame.transform.scale(bg, (800, 600))
  
  DS = pygame.display.set_mode((W,L))
  clock = pygame.time.Clock()
  
  
  
  class Player(pygame.sprite.Sprite):
       def __init__(self, x, y, py, paat, veerg, rida):
          super(Player,self).__init__()
          self.x = x
          self.y = y
  
          self.jumping = False
          self.platform_y = py
          self.velocity_index = 0
  
          self.paat = pygame.image.load('STlaev.png').convert_alpha()
          self.paat = pygame.transform.scale(self.paat,(64,64))
          self.rect = self.paat.get_rect()
  
          self.veerg = veerg
          self.rida = rida
          self.kokku = veerg * rida
  
          self.rect = self.paat.get_rect()
          W = self.veergL = self.rect.width/veerg
          H = self.weegK = self.rect.height/rida
          HW,HH = self.veergKeskel = (W/2,H/2)
  
          self.veerg = list([(index % veerg * W, int(index/veerg) * H,W,H )for index in range(self.kokku)])
  
          self.handle = list([ #pildi paigutamise voimalikud positsioonid
              (0, 0), (-HW, 0), (-W, 0),
              (0, -HH), (-HW, -HH), (-W, -HH),
              (0, -W), (-HW, -H), (-W, -H),])
  
          self.mask = pygame.mask.from_surface(self.paat)
  
      def do_jumpt(self):
          global velocity
          if self.jumping:
              self.y += velocity[self.velocity_index]
              self.velocity_index += 1
              if self.velocity_index &gt;= len(velocity) - 1:
                  self.velocity_index = len(velocity) - 1
              if self.y &gt; self.platform_y:
                  self.y = self.platform_y
                  self.jumping = False
                  self.velocity_index = 0
  
  
  
      def draw(self, DS,veergindex,x,y,handle=0):
          DS.blit(self.paat,(self.x+self.handle[handle][0], self.y + self.handle[handle][1]),self.veerg[veergindex])
  
  
      def do(self):
          self.do_jumpt()
          p.draw(DS,index%p.kokku,300,300,0)
  
      def update(self):
          self.rect.topleft = self.x, self.y
  
  
  
  p = Player(310, 200, 200, 'STlaev.png', 4, 1) #Mangija algkordinaadid, huppe 
  korgus, pilt, sprite valik
  velocity = list([(i/ 2.0)-14 for i in range (0,50)])  #Huppe ulatus
  index = 3
  
  def keys(player):
      keys = pygame.key.get_pressed()
      if keys[pygame.K_SPACE] or keys[pygame.K_UP] and player.jumping == False:
         player.jumping = True
  
  
  
  
  class Obsticles(pygame.sprite.Sprite):
      def __init__(self, x, y, img, width, height):
          super(Obsticles,self).__init__()
          self.img = pygame.image.load('box.png').convert()
          self.img = pygame.transform.scale(self.img, (64,64))
          self.rect = self.img.get_rect()
  
          self.x = x
          self.y = y
          self.width = width
          self.height = height
          self.hitbox = (x,y,width,height)
  
          self.mask = pygame.mask.from_surface(self.img)
  
      def draw(self, DS):
          DS.blit(self.img, (self.x, self.y))
  
      def update(self):
          self.rect.topleft = self.x, self.y
  
  
  
  def redrawWindow():
      for i in objects:
          i.draw(DS)
  
  
  pygame.time.set_timer(pygame.USEREVENT+2, random.choice([2000, 3000, 1000, 4000,0]))
  objects = []
  
  
  '''Sprites'''
  sprites = pygame.sprite.Group()
  
  player = Player(310, 200, 200, 'STlaev.png', 4, 1)
  obsticles = Obsticles(832,300,'box.png',64,64)
  
  all_sprites = pygame.sprite.Group(player,obsticles)
  ob = pygame.sprite.Group(obsticles)
  
  x=0
  while True:
  
      '''Game loop'''
      for event in pygame.event.get():
          if event.type == pygame.QUIT:
              pygame.quit()
              quit()
          if event.type == pygame.USEREVENT+2:
              r = random.randrange(0,2)
              if r == 0:
                  objects.append(Obsticles(832,300,64,64))
  
  
      '''Obsticle speed and deleting'''
      for i in objects:
          i.x -= 5     #the speed of the obsticle
          if i.x &lt; -64: #deleting obsticle from the window
              objects.pop(objects.index(i))
  
      '''Background movement'''
      back_x = x % bg.get_rect().width
      DS.blit(bg, (back_x - bg.get_rect().width, 0))
      if back_x &lt; W:
          DS.blit(bg, (back_x, 0))
      x -= 1
  
      '''Sprites'''
  
      all_sprites.update()
  
      collided = pygame.sprite.spritecollide(player,obsticles ,True)
      for i in collided:
          print('Collision.')
  
  
      '''Fuctions'''
      keys(p)
      p.do()
      index+=1
  
      redrawWindow()
  
      pygame.display.update()
      clock.tick(60)
  
  pygame.quit()
  quit()
  </code></pre>