Quick answer: Give every sprite class an image and a rect in __init__ (after calling super().__init__()), and keep rect as the single source of position used by drawing and collision alike.
The sprite protocol is exactly two attributes, and Group.draw crashing like this means one is missing. It is a contract, and your class signs it in __init__. Here is the compliant shape.
How to fix it
1. The minimal correct sprite
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((32, 32))
self.rect = self.image.get_rect() — both attributes, parent init called.
2. Call super().__init__()
Skipping the Sprite base init breaks group membership in ways that surface later (kill() failing, draw skipping) — make it the first line of every sprite's __init__.
3. Name them exactly image and rect
self.img, self.sprite_image, self.hitbox do not satisfy Group.draw — keep the canonical names, and layer extra rects (hurtboxes) alongside, not instead.
4. Move via the rect
Update self.rect.x/y (or center) as the position of record — collision functions (spritecollide) read the same rect draw uses, so visuals and hits stay agreed.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Pygame error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.