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Golf game boilerplate


A small Bejeweled-like game in PygameSimple top down shooter gameSnake game in PygamePython/Pygame Fighting GameSimon memory game in pygameFlappy Bird Style Game in Space SettingMouse Click Controlled Meteor Avoidance GameSimple Python Pygame GameFirst Pong gamePython Pygame treasure hunt game













3












$begingroup$


I wrote a program in pygame that basically acts as a physics engine for a ball. You can hit the ball around and your strokes are counted, as well as an extra stroke for going out of bounds. If I do further develop this, I'd make the angle and power display toggleable, but I do like showing them right now:



import pygame as pg
import math

SCREEN_WIDTH = 1500
SCREEN_HEIGHT = 800
WINDOW_COLOR = (100, 100, 100)
BALL_COLOR = (255, 255, 255)
BALL_OUTLINE_COLOR = (255, 0, 0)
LINE_COLOR = (0, 0, 255)
ALINE_COLOR = (0, 0, 0)
START_X = int(.5 * SCREEN_WIDTH)
START_Y = int(.99 * SCREEN_HEIGHT)
POWER_MULTIPLIER = .85
SPEED_MULTIPLIER = 2
BALL_RADIUS = 10

pg.init()
pg.display.set_caption('Golf')
window = pg.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pg.event.set_grab(True)
pg.mouse.set_cursor((8, 8), (0, 0), (0, 0, 0, 0, 0, 0, 0, 0), (0, 0, 0, 0, 0, 0, 0, 0))

strokeFont = pg.font.SysFont("monospace", 50)
STROKECOLOR = (255, 255, 0)

powerFont = pg.font.SysFont("arial", 15, bold=True)
POWERCOLOR = (0, 255, 0)

angleFont = pg.font.SysFont("arial", 15, bold=True)
ANGLECOLOR = (0, 255, 0)

penaltyFont = pg.font.SysFont("georgia", 40, bold=True)
PENALTYCOLOR = (255, 0, 0)


class Ball(object):
def __init__(self, x, y, rad, c, oc):
self.x = x
self.y = y
self.radius = rad
self.color = c
self.outlinecolor = oc

def show(self, window):
pg.draw.circle(window, self.outlinecolor, (self.x, self.y), self.radius)
pg.draw.circle(window, self.color, (self.x, self.y), self.radius - int(.4 * self.radius))

@staticmethod
def path(x, y, p, a, t):
vx, vy = p * math.cos(a), p * math.sin(a) #Velocities
dx, dy = vx * t, vy * t - 4.9 * t ** 2 #Distances Traveled
print(' x-pos: %spx' % str(round(dx + x)))
print(' y-pos: %spx' % str(round(abs(dy - y))))

return round(dx + x), round(y - dy)

@staticmethod
def quadrant(x,y,xm,ym):
if ym < y and xm > x:
return 1
elif ym < y and xm < x:
return 2
elif ym > y and xm < x:
return 3
elif ym > y and xm > x:
return 4
else:
return False


def draw_window():
window.fill(WINDOW_COLOR)
ball.show(window)
if not shoot:
arrow(window, ALINE_COLOR, ALINE_COLOR, aline[0], aline[1], 5)
arrow(window, LINE_COLOR, LINE_COLOR, line[0], line[1], 5)

stroke_text = 'Strokes: %s' % strokes
stroke_label = strokeFont.render(stroke_text, 1, STROKECOLOR)
if not strokes:
window.blit(stroke_label, (SCREEN_WIDTH - .21 * SCREEN_WIDTH, SCREEN_HEIGHT - .985 * SCREEN_HEIGHT))
else:
window.blit(stroke_label, (SCREEN_WIDTH - (.21+.02*math.floor(math.log10(strokes))) * SCREEN_WIDTH, SCREEN_HEIGHT - .985 * SCREEN_HEIGHT))

power_text = 'Shot Strength: %sN' % power_display
power_label = powerFont.render(power_text, 1, POWERCOLOR)
if not shoot: window.blit(power_label, (cursor_pos[0] + .008 * SCREEN_WIDTH, cursor_pos[1]))

angle_text = 'Angle: %s°' % angle_display
angle_label = angleFont.render(angle_text, 1, ANGLECOLOR)
if not shoot: window.blit(angle_label, (ball.x - .06 * SCREEN_WIDTH, ball.y - .01 * SCREEN_HEIGHT))

if Penalty:
penalty_text = 'Out of Bounds! +1 Stroke'
penalty_label = penaltyFont.render(penalty_text, 1, PENALTYCOLOR)
penalty_rect = penalty_label.get_rect(center=(SCREEN_WIDTH/2, .225*SCREEN_HEIGHT))
window.blit(penalty_label, penalty_rect)

pg.display.flip()


def angle(cursor_pos):
x, y, xm, ym = ball.x, ball.y, cursor_pos[0], cursor_pos[1]
if x-xm:
angle = math.atan((y - ym) / (x - xm))
elif y > ym:
angle = math.pi/2
else:
angle = 3*math.pi/2

q = ball.quadrant(x,y,xm,ym)
if q: angle = math.pi*math.floor(q/2) - angle

if round(angle*180/math.pi) == 360:
angle = 0

if x > xm and round(angle*180/math.pi) == 0:
angle = math.pi

return angle


def arrow(screen, lcolor, tricolor, start, end, trirad):
pg.draw.line(screen, lcolor, start, end, 2)
rotation = math.degrees(math.atan2(start[1] - end[1], end[0] - start[0])) + 90
pg.draw.polygon(screen, tricolor, ((end[0] + trirad * math.sin(math.radians(rotation)),
end[1] + trirad * math.cos(math.radians(rotation))),
(end[0] + trirad * math.sin(math.radians(rotation - 120)),
end[1] + trirad * math.cos(math.radians(rotation - 120))),
(end[0] + trirad * math.sin(math.radians(rotation + 120)),
end[1] + trirad * math.cos(math.radians(rotation + 120)))))


def distance(x,y):
return math.sqrt(x**2 + y**2)


x, y, time, power, ang, strokes = 0, 0, 0, 0, 0, 0
xb, yb = None, None
shoot, Penalty = False, False
p_ticks = 0

ball = Ball(START_X, START_Y, BALL_RADIUS, BALL_COLOR, BALL_OUTLINE_COLOR)
quit = False
BARRIER = 1

try:
while not quit:
seconds=(pg.time.get_ticks()-p_ticks)/1000
if seconds > 1.2: Penalty = False

cursor_pos = pg.mouse.get_pos()
line = [(ball.x, ball.y), cursor_pos]
line_ball_x, line_ball_y = cursor_pos[0] - ball.x, cursor_pos[1] - ball.y

aline = [(ball.x, ball.y), (ball.x + .015 * SCREEN_WIDTH, ball.y)]

if not shoot:
power_display = round(
distance(line_ball_x, line_ball_y) * POWER_MULTIPLIER / 10)

angle_display = round(angle(cursor_pos) * 180 / math.pi)

if shoot:
if ball.y < SCREEN_HEIGHT:
if BARRIER < ball.x < SCREEN_WIDTH:
time += .3 * SPEED_MULTIPLIER
print('n time: %ss' % round(time, 2))
po = ball.path(x, y, power, ang, time)
ball.x, ball.y = po[0], po[1]
else:
print('Out of Bounds!')
Penalty = True
p_ticks = pg.time.get_ticks()
strokes += 1
shoot = False
if BARRIER < xb < SCREEN_WIDTH:
ball.x = xb
else:
ball.x = START_X
ball.y = yb
else:
shoot = False
ball.y = START_Y

for event in pg.event.get():
if event.type == pg.QUIT:
quit = True
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
quit = True
if event.type == pg.MOUSEBUTTONDOWN:
if not shoot:
shoot = True
x, y = ball.x, ball.y
xb, yb = ball.x, ball.y
time, power = 0, (
distance(line_ball_x, line_ball_y)) * POWER_MULTIPLIER / 10
print('nnBall Hit!')
print('npower: %sN' % round(power, 2))
ang = angle(cursor_pos)
print('angle: %s°' % round(ang * 180 / math.pi, 2))
print('cos(a): %s' % round(math.cos(ang), 2)), print('sin(a): %s' % round(math.sin(ang), 2))
strokes += 1

draw_window()

print("nShutting down...")
pg.quit()

except Exception as error:
print(f'A fatal error ({error}) has occurred. The program is shutting down.')
pg.quit()


Feedback of any kind is very welcome!










share|improve this question











$endgroup$

















    3












    $begingroup$


    I wrote a program in pygame that basically acts as a physics engine for a ball. You can hit the ball around and your strokes are counted, as well as an extra stroke for going out of bounds. If I do further develop this, I'd make the angle and power display toggleable, but I do like showing them right now:



    import pygame as pg
    import math

    SCREEN_WIDTH = 1500
    SCREEN_HEIGHT = 800
    WINDOW_COLOR = (100, 100, 100)
    BALL_COLOR = (255, 255, 255)
    BALL_OUTLINE_COLOR = (255, 0, 0)
    LINE_COLOR = (0, 0, 255)
    ALINE_COLOR = (0, 0, 0)
    START_X = int(.5 * SCREEN_WIDTH)
    START_Y = int(.99 * SCREEN_HEIGHT)
    POWER_MULTIPLIER = .85
    SPEED_MULTIPLIER = 2
    BALL_RADIUS = 10

    pg.init()
    pg.display.set_caption('Golf')
    window = pg.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pg.event.set_grab(True)
    pg.mouse.set_cursor((8, 8), (0, 0), (0, 0, 0, 0, 0, 0, 0, 0), (0, 0, 0, 0, 0, 0, 0, 0))

    strokeFont = pg.font.SysFont("monospace", 50)
    STROKECOLOR = (255, 255, 0)

    powerFont = pg.font.SysFont("arial", 15, bold=True)
    POWERCOLOR = (0, 255, 0)

    angleFont = pg.font.SysFont("arial", 15, bold=True)
    ANGLECOLOR = (0, 255, 0)

    penaltyFont = pg.font.SysFont("georgia", 40, bold=True)
    PENALTYCOLOR = (255, 0, 0)


    class Ball(object):
    def __init__(self, x, y, rad, c, oc):
    self.x = x
    self.y = y
    self.radius = rad
    self.color = c
    self.outlinecolor = oc

    def show(self, window):
    pg.draw.circle(window, self.outlinecolor, (self.x, self.y), self.radius)
    pg.draw.circle(window, self.color, (self.x, self.y), self.radius - int(.4 * self.radius))

    @staticmethod
    def path(x, y, p, a, t):
    vx, vy = p * math.cos(a), p * math.sin(a) #Velocities
    dx, dy = vx * t, vy * t - 4.9 * t ** 2 #Distances Traveled
    print(' x-pos: %spx' % str(round(dx + x)))
    print(' y-pos: %spx' % str(round(abs(dy - y))))

    return round(dx + x), round(y - dy)

    @staticmethod
    def quadrant(x,y,xm,ym):
    if ym < y and xm > x:
    return 1
    elif ym < y and xm < x:
    return 2
    elif ym > y and xm < x:
    return 3
    elif ym > y and xm > x:
    return 4
    else:
    return False


    def draw_window():
    window.fill(WINDOW_COLOR)
    ball.show(window)
    if not shoot:
    arrow(window, ALINE_COLOR, ALINE_COLOR, aline[0], aline[1], 5)
    arrow(window, LINE_COLOR, LINE_COLOR, line[0], line[1], 5)

    stroke_text = 'Strokes: %s' % strokes
    stroke_label = strokeFont.render(stroke_text, 1, STROKECOLOR)
    if not strokes:
    window.blit(stroke_label, (SCREEN_WIDTH - .21 * SCREEN_WIDTH, SCREEN_HEIGHT - .985 * SCREEN_HEIGHT))
    else:
    window.blit(stroke_label, (SCREEN_WIDTH - (.21+.02*math.floor(math.log10(strokes))) * SCREEN_WIDTH, SCREEN_HEIGHT - .985 * SCREEN_HEIGHT))

    power_text = 'Shot Strength: %sN' % power_display
    power_label = powerFont.render(power_text, 1, POWERCOLOR)
    if not shoot: window.blit(power_label, (cursor_pos[0] + .008 * SCREEN_WIDTH, cursor_pos[1]))

    angle_text = 'Angle: %s°' % angle_display
    angle_label = angleFont.render(angle_text, 1, ANGLECOLOR)
    if not shoot: window.blit(angle_label, (ball.x - .06 * SCREEN_WIDTH, ball.y - .01 * SCREEN_HEIGHT))

    if Penalty:
    penalty_text = 'Out of Bounds! +1 Stroke'
    penalty_label = penaltyFont.render(penalty_text, 1, PENALTYCOLOR)
    penalty_rect = penalty_label.get_rect(center=(SCREEN_WIDTH/2, .225*SCREEN_HEIGHT))
    window.blit(penalty_label, penalty_rect)

    pg.display.flip()


    def angle(cursor_pos):
    x, y, xm, ym = ball.x, ball.y, cursor_pos[0], cursor_pos[1]
    if x-xm:
    angle = math.atan((y - ym) / (x - xm))
    elif y > ym:
    angle = math.pi/2
    else:
    angle = 3*math.pi/2

    q = ball.quadrant(x,y,xm,ym)
    if q: angle = math.pi*math.floor(q/2) - angle

    if round(angle*180/math.pi) == 360:
    angle = 0

    if x > xm and round(angle*180/math.pi) == 0:
    angle = math.pi

    return angle


    def arrow(screen, lcolor, tricolor, start, end, trirad):
    pg.draw.line(screen, lcolor, start, end, 2)
    rotation = math.degrees(math.atan2(start[1] - end[1], end[0] - start[0])) + 90
    pg.draw.polygon(screen, tricolor, ((end[0] + trirad * math.sin(math.radians(rotation)),
    end[1] + trirad * math.cos(math.radians(rotation))),
    (end[0] + trirad * math.sin(math.radians(rotation - 120)),
    end[1] + trirad * math.cos(math.radians(rotation - 120))),
    (end[0] + trirad * math.sin(math.radians(rotation + 120)),
    end[1] + trirad * math.cos(math.radians(rotation + 120)))))


    def distance(x,y):
    return math.sqrt(x**2 + y**2)


    x, y, time, power, ang, strokes = 0, 0, 0, 0, 0, 0
    xb, yb = None, None
    shoot, Penalty = False, False
    p_ticks = 0

    ball = Ball(START_X, START_Y, BALL_RADIUS, BALL_COLOR, BALL_OUTLINE_COLOR)
    quit = False
    BARRIER = 1

    try:
    while not quit:
    seconds=(pg.time.get_ticks()-p_ticks)/1000
    if seconds > 1.2: Penalty = False

    cursor_pos = pg.mouse.get_pos()
    line = [(ball.x, ball.y), cursor_pos]
    line_ball_x, line_ball_y = cursor_pos[0] - ball.x, cursor_pos[1] - ball.y

    aline = [(ball.x, ball.y), (ball.x + .015 * SCREEN_WIDTH, ball.y)]

    if not shoot:
    power_display = round(
    distance(line_ball_x, line_ball_y) * POWER_MULTIPLIER / 10)

    angle_display = round(angle(cursor_pos) * 180 / math.pi)

    if shoot:
    if ball.y < SCREEN_HEIGHT:
    if BARRIER < ball.x < SCREEN_WIDTH:
    time += .3 * SPEED_MULTIPLIER
    print('n time: %ss' % round(time, 2))
    po = ball.path(x, y, power, ang, time)
    ball.x, ball.y = po[0], po[1]
    else:
    print('Out of Bounds!')
    Penalty = True
    p_ticks = pg.time.get_ticks()
    strokes += 1
    shoot = False
    if BARRIER < xb < SCREEN_WIDTH:
    ball.x = xb
    else:
    ball.x = START_X
    ball.y = yb
    else:
    shoot = False
    ball.y = START_Y

    for event in pg.event.get():
    if event.type == pg.QUIT:
    quit = True
    if event.type == pg.KEYDOWN:
    if event.key == pg.K_ESCAPE:
    quit = True
    if event.type == pg.MOUSEBUTTONDOWN:
    if not shoot:
    shoot = True
    x, y = ball.x, ball.y
    xb, yb = ball.x, ball.y
    time, power = 0, (
    distance(line_ball_x, line_ball_y)) * POWER_MULTIPLIER / 10
    print('nnBall Hit!')
    print('npower: %sN' % round(power, 2))
    ang = angle(cursor_pos)
    print('angle: %s°' % round(ang * 180 / math.pi, 2))
    print('cos(a): %s' % round(math.cos(ang), 2)), print('sin(a): %s' % round(math.sin(ang), 2))
    strokes += 1

    draw_window()

    print("nShutting down...")
    pg.quit()

    except Exception as error:
    print(f'A fatal error ({error}) has occurred. The program is shutting down.')
    pg.quit()


    Feedback of any kind is very welcome!










    share|improve this question











    $endgroup$















      3












      3








      3





      $begingroup$


      I wrote a program in pygame that basically acts as a physics engine for a ball. You can hit the ball around and your strokes are counted, as well as an extra stroke for going out of bounds. If I do further develop this, I'd make the angle and power display toggleable, but I do like showing them right now:



      import pygame as pg
      import math

      SCREEN_WIDTH = 1500
      SCREEN_HEIGHT = 800
      WINDOW_COLOR = (100, 100, 100)
      BALL_COLOR = (255, 255, 255)
      BALL_OUTLINE_COLOR = (255, 0, 0)
      LINE_COLOR = (0, 0, 255)
      ALINE_COLOR = (0, 0, 0)
      START_X = int(.5 * SCREEN_WIDTH)
      START_Y = int(.99 * SCREEN_HEIGHT)
      POWER_MULTIPLIER = .85
      SPEED_MULTIPLIER = 2
      BALL_RADIUS = 10

      pg.init()
      pg.display.set_caption('Golf')
      window = pg.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
      pg.event.set_grab(True)
      pg.mouse.set_cursor((8, 8), (0, 0), (0, 0, 0, 0, 0, 0, 0, 0), (0, 0, 0, 0, 0, 0, 0, 0))

      strokeFont = pg.font.SysFont("monospace", 50)
      STROKECOLOR = (255, 255, 0)

      powerFont = pg.font.SysFont("arial", 15, bold=True)
      POWERCOLOR = (0, 255, 0)

      angleFont = pg.font.SysFont("arial", 15, bold=True)
      ANGLECOLOR = (0, 255, 0)

      penaltyFont = pg.font.SysFont("georgia", 40, bold=True)
      PENALTYCOLOR = (255, 0, 0)


      class Ball(object):
      def __init__(self, x, y, rad, c, oc):
      self.x = x
      self.y = y
      self.radius = rad
      self.color = c
      self.outlinecolor = oc

      def show(self, window):
      pg.draw.circle(window, self.outlinecolor, (self.x, self.y), self.radius)
      pg.draw.circle(window, self.color, (self.x, self.y), self.radius - int(.4 * self.radius))

      @staticmethod
      def path(x, y, p, a, t):
      vx, vy = p * math.cos(a), p * math.sin(a) #Velocities
      dx, dy = vx * t, vy * t - 4.9 * t ** 2 #Distances Traveled
      print(' x-pos: %spx' % str(round(dx + x)))
      print(' y-pos: %spx' % str(round(abs(dy - y))))

      return round(dx + x), round(y - dy)

      @staticmethod
      def quadrant(x,y,xm,ym):
      if ym < y and xm > x:
      return 1
      elif ym < y and xm < x:
      return 2
      elif ym > y and xm < x:
      return 3
      elif ym > y and xm > x:
      return 4
      else:
      return False


      def draw_window():
      window.fill(WINDOW_COLOR)
      ball.show(window)
      if not shoot:
      arrow(window, ALINE_COLOR, ALINE_COLOR, aline[0], aline[1], 5)
      arrow(window, LINE_COLOR, LINE_COLOR, line[0], line[1], 5)

      stroke_text = 'Strokes: %s' % strokes
      stroke_label = strokeFont.render(stroke_text, 1, STROKECOLOR)
      if not strokes:
      window.blit(stroke_label, (SCREEN_WIDTH - .21 * SCREEN_WIDTH, SCREEN_HEIGHT - .985 * SCREEN_HEIGHT))
      else:
      window.blit(stroke_label, (SCREEN_WIDTH - (.21+.02*math.floor(math.log10(strokes))) * SCREEN_WIDTH, SCREEN_HEIGHT - .985 * SCREEN_HEIGHT))

      power_text = 'Shot Strength: %sN' % power_display
      power_label = powerFont.render(power_text, 1, POWERCOLOR)
      if not shoot: window.blit(power_label, (cursor_pos[0] + .008 * SCREEN_WIDTH, cursor_pos[1]))

      angle_text = 'Angle: %s°' % angle_display
      angle_label = angleFont.render(angle_text, 1, ANGLECOLOR)
      if not shoot: window.blit(angle_label, (ball.x - .06 * SCREEN_WIDTH, ball.y - .01 * SCREEN_HEIGHT))

      if Penalty:
      penalty_text = 'Out of Bounds! +1 Stroke'
      penalty_label = penaltyFont.render(penalty_text, 1, PENALTYCOLOR)
      penalty_rect = penalty_label.get_rect(center=(SCREEN_WIDTH/2, .225*SCREEN_HEIGHT))
      window.blit(penalty_label, penalty_rect)

      pg.display.flip()


      def angle(cursor_pos):
      x, y, xm, ym = ball.x, ball.y, cursor_pos[0], cursor_pos[1]
      if x-xm:
      angle = math.atan((y - ym) / (x - xm))
      elif y > ym:
      angle = math.pi/2
      else:
      angle = 3*math.pi/2

      q = ball.quadrant(x,y,xm,ym)
      if q: angle = math.pi*math.floor(q/2) - angle

      if round(angle*180/math.pi) == 360:
      angle = 0

      if x > xm and round(angle*180/math.pi) == 0:
      angle = math.pi

      return angle


      def arrow(screen, lcolor, tricolor, start, end, trirad):
      pg.draw.line(screen, lcolor, start, end, 2)
      rotation = math.degrees(math.atan2(start[1] - end[1], end[0] - start[0])) + 90
      pg.draw.polygon(screen, tricolor, ((end[0] + trirad * math.sin(math.radians(rotation)),
      end[1] + trirad * math.cos(math.radians(rotation))),
      (end[0] + trirad * math.sin(math.radians(rotation - 120)),
      end[1] + trirad * math.cos(math.radians(rotation - 120))),
      (end[0] + trirad * math.sin(math.radians(rotation + 120)),
      end[1] + trirad * math.cos(math.radians(rotation + 120)))))


      def distance(x,y):
      return math.sqrt(x**2 + y**2)


      x, y, time, power, ang, strokes = 0, 0, 0, 0, 0, 0
      xb, yb = None, None
      shoot, Penalty = False, False
      p_ticks = 0

      ball = Ball(START_X, START_Y, BALL_RADIUS, BALL_COLOR, BALL_OUTLINE_COLOR)
      quit = False
      BARRIER = 1

      try:
      while not quit:
      seconds=(pg.time.get_ticks()-p_ticks)/1000
      if seconds > 1.2: Penalty = False

      cursor_pos = pg.mouse.get_pos()
      line = [(ball.x, ball.y), cursor_pos]
      line_ball_x, line_ball_y = cursor_pos[0] - ball.x, cursor_pos[1] - ball.y

      aline = [(ball.x, ball.y), (ball.x + .015 * SCREEN_WIDTH, ball.y)]

      if not shoot:
      power_display = round(
      distance(line_ball_x, line_ball_y) * POWER_MULTIPLIER / 10)

      angle_display = round(angle(cursor_pos) * 180 / math.pi)

      if shoot:
      if ball.y < SCREEN_HEIGHT:
      if BARRIER < ball.x < SCREEN_WIDTH:
      time += .3 * SPEED_MULTIPLIER
      print('n time: %ss' % round(time, 2))
      po = ball.path(x, y, power, ang, time)
      ball.x, ball.y = po[0], po[1]
      else:
      print('Out of Bounds!')
      Penalty = True
      p_ticks = pg.time.get_ticks()
      strokes += 1
      shoot = False
      if BARRIER < xb < SCREEN_WIDTH:
      ball.x = xb
      else:
      ball.x = START_X
      ball.y = yb
      else:
      shoot = False
      ball.y = START_Y

      for event in pg.event.get():
      if event.type == pg.QUIT:
      quit = True
      if event.type == pg.KEYDOWN:
      if event.key == pg.K_ESCAPE:
      quit = True
      if event.type == pg.MOUSEBUTTONDOWN:
      if not shoot:
      shoot = True
      x, y = ball.x, ball.y
      xb, yb = ball.x, ball.y
      time, power = 0, (
      distance(line_ball_x, line_ball_y)) * POWER_MULTIPLIER / 10
      print('nnBall Hit!')
      print('npower: %sN' % round(power, 2))
      ang = angle(cursor_pos)
      print('angle: %s°' % round(ang * 180 / math.pi, 2))
      print('cos(a): %s' % round(math.cos(ang), 2)), print('sin(a): %s' % round(math.sin(ang), 2))
      strokes += 1

      draw_window()

      print("nShutting down...")
      pg.quit()

      except Exception as error:
      print(f'A fatal error ({error}) has occurred. The program is shutting down.')
      pg.quit()


      Feedback of any kind is very welcome!










      share|improve this question











      $endgroup$




      I wrote a program in pygame that basically acts as a physics engine for a ball. You can hit the ball around and your strokes are counted, as well as an extra stroke for going out of bounds. If I do further develop this, I'd make the angle and power display toggleable, but I do like showing them right now:



      import pygame as pg
      import math

      SCREEN_WIDTH = 1500
      SCREEN_HEIGHT = 800
      WINDOW_COLOR = (100, 100, 100)
      BALL_COLOR = (255, 255, 255)
      BALL_OUTLINE_COLOR = (255, 0, 0)
      LINE_COLOR = (0, 0, 255)
      ALINE_COLOR = (0, 0, 0)
      START_X = int(.5 * SCREEN_WIDTH)
      START_Y = int(.99 * SCREEN_HEIGHT)
      POWER_MULTIPLIER = .85
      SPEED_MULTIPLIER = 2
      BALL_RADIUS = 10

      pg.init()
      pg.display.set_caption('Golf')
      window = pg.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
      pg.event.set_grab(True)
      pg.mouse.set_cursor((8, 8), (0, 0), (0, 0, 0, 0, 0, 0, 0, 0), (0, 0, 0, 0, 0, 0, 0, 0))

      strokeFont = pg.font.SysFont("monospace", 50)
      STROKECOLOR = (255, 255, 0)

      powerFont = pg.font.SysFont("arial", 15, bold=True)
      POWERCOLOR = (0, 255, 0)

      angleFont = pg.font.SysFont("arial", 15, bold=True)
      ANGLECOLOR = (0, 255, 0)

      penaltyFont = pg.font.SysFont("georgia", 40, bold=True)
      PENALTYCOLOR = (255, 0, 0)


      class Ball(object):
      def __init__(self, x, y, rad, c, oc):
      self.x = x
      self.y = y
      self.radius = rad
      self.color = c
      self.outlinecolor = oc

      def show(self, window):
      pg.draw.circle(window, self.outlinecolor, (self.x, self.y), self.radius)
      pg.draw.circle(window, self.color, (self.x, self.y), self.radius - int(.4 * self.radius))

      @staticmethod
      def path(x, y, p, a, t):
      vx, vy = p * math.cos(a), p * math.sin(a) #Velocities
      dx, dy = vx * t, vy * t - 4.9 * t ** 2 #Distances Traveled
      print(' x-pos: %spx' % str(round(dx + x)))
      print(' y-pos: %spx' % str(round(abs(dy - y))))

      return round(dx + x), round(y - dy)

      @staticmethod
      def quadrant(x,y,xm,ym):
      if ym < y and xm > x:
      return 1
      elif ym < y and xm < x:
      return 2
      elif ym > y and xm < x:
      return 3
      elif ym > y and xm > x:
      return 4
      else:
      return False


      def draw_window():
      window.fill(WINDOW_COLOR)
      ball.show(window)
      if not shoot:
      arrow(window, ALINE_COLOR, ALINE_COLOR, aline[0], aline[1], 5)
      arrow(window, LINE_COLOR, LINE_COLOR, line[0], line[1], 5)

      stroke_text = 'Strokes: %s' % strokes
      stroke_label = strokeFont.render(stroke_text, 1, STROKECOLOR)
      if not strokes:
      window.blit(stroke_label, (SCREEN_WIDTH - .21 * SCREEN_WIDTH, SCREEN_HEIGHT - .985 * SCREEN_HEIGHT))
      else:
      window.blit(stroke_label, (SCREEN_WIDTH - (.21+.02*math.floor(math.log10(strokes))) * SCREEN_WIDTH, SCREEN_HEIGHT - .985 * SCREEN_HEIGHT))

      power_text = 'Shot Strength: %sN' % power_display
      power_label = powerFont.render(power_text, 1, POWERCOLOR)
      if not shoot: window.blit(power_label, (cursor_pos[0] + .008 * SCREEN_WIDTH, cursor_pos[1]))

      angle_text = 'Angle: %s°' % angle_display
      angle_label = angleFont.render(angle_text, 1, ANGLECOLOR)
      if not shoot: window.blit(angle_label, (ball.x - .06 * SCREEN_WIDTH, ball.y - .01 * SCREEN_HEIGHT))

      if Penalty:
      penalty_text = 'Out of Bounds! +1 Stroke'
      penalty_label = penaltyFont.render(penalty_text, 1, PENALTYCOLOR)
      penalty_rect = penalty_label.get_rect(center=(SCREEN_WIDTH/2, .225*SCREEN_HEIGHT))
      window.blit(penalty_label, penalty_rect)

      pg.display.flip()


      def angle(cursor_pos):
      x, y, xm, ym = ball.x, ball.y, cursor_pos[0], cursor_pos[1]
      if x-xm:
      angle = math.atan((y - ym) / (x - xm))
      elif y > ym:
      angle = math.pi/2
      else:
      angle = 3*math.pi/2

      q = ball.quadrant(x,y,xm,ym)
      if q: angle = math.pi*math.floor(q/2) - angle

      if round(angle*180/math.pi) == 360:
      angle = 0

      if x > xm and round(angle*180/math.pi) == 0:
      angle = math.pi

      return angle


      def arrow(screen, lcolor, tricolor, start, end, trirad):
      pg.draw.line(screen, lcolor, start, end, 2)
      rotation = math.degrees(math.atan2(start[1] - end[1], end[0] - start[0])) + 90
      pg.draw.polygon(screen, tricolor, ((end[0] + trirad * math.sin(math.radians(rotation)),
      end[1] + trirad * math.cos(math.radians(rotation))),
      (end[0] + trirad * math.sin(math.radians(rotation - 120)),
      end[1] + trirad * math.cos(math.radians(rotation - 120))),
      (end[0] + trirad * math.sin(math.radians(rotation + 120)),
      end[1] + trirad * math.cos(math.radians(rotation + 120)))))


      def distance(x,y):
      return math.sqrt(x**2 + y**2)


      x, y, time, power, ang, strokes = 0, 0, 0, 0, 0, 0
      xb, yb = None, None
      shoot, Penalty = False, False
      p_ticks = 0

      ball = Ball(START_X, START_Y, BALL_RADIUS, BALL_COLOR, BALL_OUTLINE_COLOR)
      quit = False
      BARRIER = 1

      try:
      while not quit:
      seconds=(pg.time.get_ticks()-p_ticks)/1000
      if seconds > 1.2: Penalty = False

      cursor_pos = pg.mouse.get_pos()
      line = [(ball.x, ball.y), cursor_pos]
      line_ball_x, line_ball_y = cursor_pos[0] - ball.x, cursor_pos[1] - ball.y

      aline = [(ball.x, ball.y), (ball.x + .015 * SCREEN_WIDTH, ball.y)]

      if not shoot:
      power_display = round(
      distance(line_ball_x, line_ball_y) * POWER_MULTIPLIER / 10)

      angle_display = round(angle(cursor_pos) * 180 / math.pi)

      if shoot:
      if ball.y < SCREEN_HEIGHT:
      if BARRIER < ball.x < SCREEN_WIDTH:
      time += .3 * SPEED_MULTIPLIER
      print('n time: %ss' % round(time, 2))
      po = ball.path(x, y, power, ang, time)
      ball.x, ball.y = po[0], po[1]
      else:
      print('Out of Bounds!')
      Penalty = True
      p_ticks = pg.time.get_ticks()
      strokes += 1
      shoot = False
      if BARRIER < xb < SCREEN_WIDTH:
      ball.x = xb
      else:
      ball.x = START_X
      ball.y = yb
      else:
      shoot = False
      ball.y = START_Y

      for event in pg.event.get():
      if event.type == pg.QUIT:
      quit = True
      if event.type == pg.KEYDOWN:
      if event.key == pg.K_ESCAPE:
      quit = True
      if event.type == pg.MOUSEBUTTONDOWN:
      if not shoot:
      shoot = True
      x, y = ball.x, ball.y
      xb, yb = ball.x, ball.y
      time, power = 0, (
      distance(line_ball_x, line_ball_y)) * POWER_MULTIPLIER / 10
      print('nnBall Hit!')
      print('npower: %sN' % round(power, 2))
      ang = angle(cursor_pos)
      print('angle: %s°' % round(ang * 180 / math.pi, 2))
      print('cos(a): %s' % round(math.cos(ang), 2)), print('sin(a): %s' % round(math.sin(ang), 2))
      strokes += 1

      draw_window()

      print("nShutting down...")
      pg.quit()

      except Exception as error:
      print(f'A fatal error ({error}) has occurred. The program is shutting down.')
      pg.quit()


      Feedback of any kind is very welcome!







      python pygame physics






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited 3 hours ago









      Alex

      653313




      653313










      asked 3 hours ago









      alec935alec935

      1755




      1755






















          2 Answers
          2






          active

          oldest

          votes


















          2












          $begingroup$

          Overall it isn't bad.



          Direct imports for common symbols



          Based on your discretion, certain often-used and unambiguous symbols can be imported without their module namespace, i.e.



          from pg.font import SysFont
          # ...
          strokeFont = SysFont("monospace", 50)


          snake_case



          i.e. stroke_font for variables and function names. Also, Penalty should be lower-case because it isn't a class.



          debug printing



          This kind of thing:



          print('     x-pos: %spx' % str(round(dx + x)))


          can be improved in a few ways. Firstly, it looks like a debugging output and not actual game content, so typically you won't want to print this at all. That doesn't mean that you have to delete it, though - you can use actual Python logging at level debug to be able to select at the top level whether these statements are printed.



          Also: do you really need round? Could you instead go



          print(f'    x-pos: {dx + x:.0f}px')


          f-strings



          As in the previous example, you should consider using the new syntactical sugar of f-strings instead of the % operator.



          Global clutter



          It's tempting in Python to add a bunch of stuff (x, y, time, power, etc.) to the global scope. Don't give in! Put these into a game state object. Break up your global code into multiple subroutines, potentially in methods of the game state object.



          Shadowing



          Don't call something time. time is already a thing in Python.



          Math



          I kind of had to jump through some hoops to take advantage of atan2. I don't recommend doing this, but here's a one-liner alternative to your quadrant function:



          return int(4 + 2/pi*atan2(y - ym, xm - x)) % 4 + 1





          share|improve this answer











          $endgroup$





















            0












            $begingroup$

            Some of this is nit-pickery, some is more fundamental:



            Import Order



            PEP-8 suggests an ordering to imports. No reason not to use it:




            Imports should be grouped in the following order:



            Standard library imports.
            Related third party imports.
            Local application/library specific imports.


            You should put a blank line between each group of imports.




            Code Organization: Constants



            You have a bunch of "constants" defined. They're all-caps, which is good. They're declared together and at the top of the file, which is good. But they really shouldn't be global constants.



            For example, you have a Ball class. Yet there are global constants named BALL_COLOR and BALL_OUTLINE_COLOR and BALL_RADIUS. Why is that? If they're related to your class, make them class constants.



            class Ball:
            BODY_COLOR = (255, 255, 255)
            OUTLINE_COLOR = (255, 0, 0)
            RADIUS = 10


            Code Organization: Types



            In the same vein, you make a lot of use of tuples. But you just create them in-line and rely on convention to access them. Why not go ahead and use a collections.namedtuple or even two?



            import collections

            Size = collections.namedtuple('Size', 'width height')
            Position = collections.namedtuple('Position', 'x y')

            WINDOW_SIZE = Size(width=1500, height=800)
            START_POS = Position(x=0.5 * WINDOW_SIZE.width, y=0.99 * WINDOW_SIZE.height)


            Code Organization: Functions



            You have a lot of stuff at module scope. Sooner or later you'll want to either write a unit test, or run the debugger, or load your code into the command-line Python REPL. All of this is made easier if you move the module-scope statements into a main function, or some other-named function.



            def main():
            pg.init()
            pg.display.set_caption('Golf')
            ... etc ...


            You have a set of font/color variables that you create at module scope. There aren't currently enough drawing functions to create a Window class or anything, but you might consider putting them into a Config class. (And using snake_case names.)



            Also, you have a lot of pygame boilerplate mixed in with your game logic. I'd suggest separating the boilerplate into separate functions, something like:



            while still_playing:
            handle_events()
            update()
            render() # You call this "draw_window()" which is fine.


            Most of your logic, of course, will be in update(). In fact, since it mostly has to do with updating the position of the Ball object, it should mostly be in a call to ball.update_position(delay) (or some such name).



            You make use of a pair of temporaries x and y, but it seems like you could replace those with an old-position attribute on the Ball, or a second Ball object, or something.






            share|improve this answer









            $endgroup$













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              2 Answers
              2






              active

              oldest

              votes








              2 Answers
              2






              active

              oldest

              votes









              active

              oldest

              votes






              active

              oldest

              votes









              2












              $begingroup$

              Overall it isn't bad.



              Direct imports for common symbols



              Based on your discretion, certain often-used and unambiguous symbols can be imported without their module namespace, i.e.



              from pg.font import SysFont
              # ...
              strokeFont = SysFont("monospace", 50)


              snake_case



              i.e. stroke_font for variables and function names. Also, Penalty should be lower-case because it isn't a class.



              debug printing



              This kind of thing:



              print('     x-pos: %spx' % str(round(dx + x)))


              can be improved in a few ways. Firstly, it looks like a debugging output and not actual game content, so typically you won't want to print this at all. That doesn't mean that you have to delete it, though - you can use actual Python logging at level debug to be able to select at the top level whether these statements are printed.



              Also: do you really need round? Could you instead go



              print(f'    x-pos: {dx + x:.0f}px')


              f-strings



              As in the previous example, you should consider using the new syntactical sugar of f-strings instead of the % operator.



              Global clutter



              It's tempting in Python to add a bunch of stuff (x, y, time, power, etc.) to the global scope. Don't give in! Put these into a game state object. Break up your global code into multiple subroutines, potentially in methods of the game state object.



              Shadowing



              Don't call something time. time is already a thing in Python.



              Math



              I kind of had to jump through some hoops to take advantage of atan2. I don't recommend doing this, but here's a one-liner alternative to your quadrant function:



              return int(4 + 2/pi*atan2(y - ym, xm - x)) % 4 + 1





              share|improve this answer











              $endgroup$


















                2












                $begingroup$

                Overall it isn't bad.



                Direct imports for common symbols



                Based on your discretion, certain often-used and unambiguous symbols can be imported without their module namespace, i.e.



                from pg.font import SysFont
                # ...
                strokeFont = SysFont("monospace", 50)


                snake_case



                i.e. stroke_font for variables and function names. Also, Penalty should be lower-case because it isn't a class.



                debug printing



                This kind of thing:



                print('     x-pos: %spx' % str(round(dx + x)))


                can be improved in a few ways. Firstly, it looks like a debugging output and not actual game content, so typically you won't want to print this at all. That doesn't mean that you have to delete it, though - you can use actual Python logging at level debug to be able to select at the top level whether these statements are printed.



                Also: do you really need round? Could you instead go



                print(f'    x-pos: {dx + x:.0f}px')


                f-strings



                As in the previous example, you should consider using the new syntactical sugar of f-strings instead of the % operator.



                Global clutter



                It's tempting in Python to add a bunch of stuff (x, y, time, power, etc.) to the global scope. Don't give in! Put these into a game state object. Break up your global code into multiple subroutines, potentially in methods of the game state object.



                Shadowing



                Don't call something time. time is already a thing in Python.



                Math



                I kind of had to jump through some hoops to take advantage of atan2. I don't recommend doing this, but here's a one-liner alternative to your quadrant function:



                return int(4 + 2/pi*atan2(y - ym, xm - x)) % 4 + 1





                share|improve this answer











                $endgroup$
















                  2












                  2








                  2





                  $begingroup$

                  Overall it isn't bad.



                  Direct imports for common symbols



                  Based on your discretion, certain often-used and unambiguous symbols can be imported without their module namespace, i.e.



                  from pg.font import SysFont
                  # ...
                  strokeFont = SysFont("monospace", 50)


                  snake_case



                  i.e. stroke_font for variables and function names. Also, Penalty should be lower-case because it isn't a class.



                  debug printing



                  This kind of thing:



                  print('     x-pos: %spx' % str(round(dx + x)))


                  can be improved in a few ways. Firstly, it looks like a debugging output and not actual game content, so typically you won't want to print this at all. That doesn't mean that you have to delete it, though - you can use actual Python logging at level debug to be able to select at the top level whether these statements are printed.



                  Also: do you really need round? Could you instead go



                  print(f'    x-pos: {dx + x:.0f}px')


                  f-strings



                  As in the previous example, you should consider using the new syntactical sugar of f-strings instead of the % operator.



                  Global clutter



                  It's tempting in Python to add a bunch of stuff (x, y, time, power, etc.) to the global scope. Don't give in! Put these into a game state object. Break up your global code into multiple subroutines, potentially in methods of the game state object.



                  Shadowing



                  Don't call something time. time is already a thing in Python.



                  Math



                  I kind of had to jump through some hoops to take advantage of atan2. I don't recommend doing this, but here's a one-liner alternative to your quadrant function:



                  return int(4 + 2/pi*atan2(y - ym, xm - x)) % 4 + 1





                  share|improve this answer











                  $endgroup$



                  Overall it isn't bad.



                  Direct imports for common symbols



                  Based on your discretion, certain often-used and unambiguous symbols can be imported without their module namespace, i.e.



                  from pg.font import SysFont
                  # ...
                  strokeFont = SysFont("monospace", 50)


                  snake_case



                  i.e. stroke_font for variables and function names. Also, Penalty should be lower-case because it isn't a class.



                  debug printing



                  This kind of thing:



                  print('     x-pos: %spx' % str(round(dx + x)))


                  can be improved in a few ways. Firstly, it looks like a debugging output and not actual game content, so typically you won't want to print this at all. That doesn't mean that you have to delete it, though - you can use actual Python logging at level debug to be able to select at the top level whether these statements are printed.



                  Also: do you really need round? Could you instead go



                  print(f'    x-pos: {dx + x:.0f}px')


                  f-strings



                  As in the previous example, you should consider using the new syntactical sugar of f-strings instead of the % operator.



                  Global clutter



                  It's tempting in Python to add a bunch of stuff (x, y, time, power, etc.) to the global scope. Don't give in! Put these into a game state object. Break up your global code into multiple subroutines, potentially in methods of the game state object.



                  Shadowing



                  Don't call something time. time is already a thing in Python.



                  Math



                  I kind of had to jump through some hoops to take advantage of atan2. I don't recommend doing this, but here's a one-liner alternative to your quadrant function:



                  return int(4 + 2/pi*atan2(y - ym, xm - x)) % 4 + 1






                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited 1 hour ago

























                  answered 1 hour ago









                  ReinderienReinderien

                  4,395822




                  4,395822

























                      0












                      $begingroup$

                      Some of this is nit-pickery, some is more fundamental:



                      Import Order



                      PEP-8 suggests an ordering to imports. No reason not to use it:




                      Imports should be grouped in the following order:



                      Standard library imports.
                      Related third party imports.
                      Local application/library specific imports.


                      You should put a blank line between each group of imports.




                      Code Organization: Constants



                      You have a bunch of "constants" defined. They're all-caps, which is good. They're declared together and at the top of the file, which is good. But they really shouldn't be global constants.



                      For example, you have a Ball class. Yet there are global constants named BALL_COLOR and BALL_OUTLINE_COLOR and BALL_RADIUS. Why is that? If they're related to your class, make them class constants.



                      class Ball:
                      BODY_COLOR = (255, 255, 255)
                      OUTLINE_COLOR = (255, 0, 0)
                      RADIUS = 10


                      Code Organization: Types



                      In the same vein, you make a lot of use of tuples. But you just create them in-line and rely on convention to access them. Why not go ahead and use a collections.namedtuple or even two?



                      import collections

                      Size = collections.namedtuple('Size', 'width height')
                      Position = collections.namedtuple('Position', 'x y')

                      WINDOW_SIZE = Size(width=1500, height=800)
                      START_POS = Position(x=0.5 * WINDOW_SIZE.width, y=0.99 * WINDOW_SIZE.height)


                      Code Organization: Functions



                      You have a lot of stuff at module scope. Sooner or later you'll want to either write a unit test, or run the debugger, or load your code into the command-line Python REPL. All of this is made easier if you move the module-scope statements into a main function, or some other-named function.



                      def main():
                      pg.init()
                      pg.display.set_caption('Golf')
                      ... etc ...


                      You have a set of font/color variables that you create at module scope. There aren't currently enough drawing functions to create a Window class or anything, but you might consider putting them into a Config class. (And using snake_case names.)



                      Also, you have a lot of pygame boilerplate mixed in with your game logic. I'd suggest separating the boilerplate into separate functions, something like:



                      while still_playing:
                      handle_events()
                      update()
                      render() # You call this "draw_window()" which is fine.


                      Most of your logic, of course, will be in update(). In fact, since it mostly has to do with updating the position of the Ball object, it should mostly be in a call to ball.update_position(delay) (or some such name).



                      You make use of a pair of temporaries x and y, but it seems like you could replace those with an old-position attribute on the Ball, or a second Ball object, or something.






                      share|improve this answer









                      $endgroup$


















                        0












                        $begingroup$

                        Some of this is nit-pickery, some is more fundamental:



                        Import Order



                        PEP-8 suggests an ordering to imports. No reason not to use it:




                        Imports should be grouped in the following order:



                        Standard library imports.
                        Related third party imports.
                        Local application/library specific imports.


                        You should put a blank line between each group of imports.




                        Code Organization: Constants



                        You have a bunch of "constants" defined. They're all-caps, which is good. They're declared together and at the top of the file, which is good. But they really shouldn't be global constants.



                        For example, you have a Ball class. Yet there are global constants named BALL_COLOR and BALL_OUTLINE_COLOR and BALL_RADIUS. Why is that? If they're related to your class, make them class constants.



                        class Ball:
                        BODY_COLOR = (255, 255, 255)
                        OUTLINE_COLOR = (255, 0, 0)
                        RADIUS = 10


                        Code Organization: Types



                        In the same vein, you make a lot of use of tuples. But you just create them in-line and rely on convention to access them. Why not go ahead and use a collections.namedtuple or even two?



                        import collections

                        Size = collections.namedtuple('Size', 'width height')
                        Position = collections.namedtuple('Position', 'x y')

                        WINDOW_SIZE = Size(width=1500, height=800)
                        START_POS = Position(x=0.5 * WINDOW_SIZE.width, y=0.99 * WINDOW_SIZE.height)


                        Code Organization: Functions



                        You have a lot of stuff at module scope. Sooner or later you'll want to either write a unit test, or run the debugger, or load your code into the command-line Python REPL. All of this is made easier if you move the module-scope statements into a main function, or some other-named function.



                        def main():
                        pg.init()
                        pg.display.set_caption('Golf')
                        ... etc ...


                        You have a set of font/color variables that you create at module scope. There aren't currently enough drawing functions to create a Window class or anything, but you might consider putting them into a Config class. (And using snake_case names.)



                        Also, you have a lot of pygame boilerplate mixed in with your game logic. I'd suggest separating the boilerplate into separate functions, something like:



                        while still_playing:
                        handle_events()
                        update()
                        render() # You call this "draw_window()" which is fine.


                        Most of your logic, of course, will be in update(). In fact, since it mostly has to do with updating the position of the Ball object, it should mostly be in a call to ball.update_position(delay) (or some such name).



                        You make use of a pair of temporaries x and y, but it seems like you could replace those with an old-position attribute on the Ball, or a second Ball object, or something.






                        share|improve this answer









                        $endgroup$
















                          0












                          0








                          0





                          $begingroup$

                          Some of this is nit-pickery, some is more fundamental:



                          Import Order



                          PEP-8 suggests an ordering to imports. No reason not to use it:




                          Imports should be grouped in the following order:



                          Standard library imports.
                          Related third party imports.
                          Local application/library specific imports.


                          You should put a blank line between each group of imports.




                          Code Organization: Constants



                          You have a bunch of "constants" defined. They're all-caps, which is good. They're declared together and at the top of the file, which is good. But they really shouldn't be global constants.



                          For example, you have a Ball class. Yet there are global constants named BALL_COLOR and BALL_OUTLINE_COLOR and BALL_RADIUS. Why is that? If they're related to your class, make them class constants.



                          class Ball:
                          BODY_COLOR = (255, 255, 255)
                          OUTLINE_COLOR = (255, 0, 0)
                          RADIUS = 10


                          Code Organization: Types



                          In the same vein, you make a lot of use of tuples. But you just create them in-line and rely on convention to access them. Why not go ahead and use a collections.namedtuple or even two?



                          import collections

                          Size = collections.namedtuple('Size', 'width height')
                          Position = collections.namedtuple('Position', 'x y')

                          WINDOW_SIZE = Size(width=1500, height=800)
                          START_POS = Position(x=0.5 * WINDOW_SIZE.width, y=0.99 * WINDOW_SIZE.height)


                          Code Organization: Functions



                          You have a lot of stuff at module scope. Sooner or later you'll want to either write a unit test, or run the debugger, or load your code into the command-line Python REPL. All of this is made easier if you move the module-scope statements into a main function, or some other-named function.



                          def main():
                          pg.init()
                          pg.display.set_caption('Golf')
                          ... etc ...


                          You have a set of font/color variables that you create at module scope. There aren't currently enough drawing functions to create a Window class or anything, but you might consider putting them into a Config class. (And using snake_case names.)



                          Also, you have a lot of pygame boilerplate mixed in with your game logic. I'd suggest separating the boilerplate into separate functions, something like:



                          while still_playing:
                          handle_events()
                          update()
                          render() # You call this "draw_window()" which is fine.


                          Most of your logic, of course, will be in update(). In fact, since it mostly has to do with updating the position of the Ball object, it should mostly be in a call to ball.update_position(delay) (or some such name).



                          You make use of a pair of temporaries x and y, but it seems like you could replace those with an old-position attribute on the Ball, or a second Ball object, or something.






                          share|improve this answer









                          $endgroup$



                          Some of this is nit-pickery, some is more fundamental:



                          Import Order



                          PEP-8 suggests an ordering to imports. No reason not to use it:




                          Imports should be grouped in the following order:



                          Standard library imports.
                          Related third party imports.
                          Local application/library specific imports.


                          You should put a blank line between each group of imports.




                          Code Organization: Constants



                          You have a bunch of "constants" defined. They're all-caps, which is good. They're declared together and at the top of the file, which is good. But they really shouldn't be global constants.



                          For example, you have a Ball class. Yet there are global constants named BALL_COLOR and BALL_OUTLINE_COLOR and BALL_RADIUS. Why is that? If they're related to your class, make them class constants.



                          class Ball:
                          BODY_COLOR = (255, 255, 255)
                          OUTLINE_COLOR = (255, 0, 0)
                          RADIUS = 10


                          Code Organization: Types



                          In the same vein, you make a lot of use of tuples. But you just create them in-line and rely on convention to access them. Why not go ahead and use a collections.namedtuple or even two?



                          import collections

                          Size = collections.namedtuple('Size', 'width height')
                          Position = collections.namedtuple('Position', 'x y')

                          WINDOW_SIZE = Size(width=1500, height=800)
                          START_POS = Position(x=0.5 * WINDOW_SIZE.width, y=0.99 * WINDOW_SIZE.height)


                          Code Organization: Functions



                          You have a lot of stuff at module scope. Sooner or later you'll want to either write a unit test, or run the debugger, or load your code into the command-line Python REPL. All of this is made easier if you move the module-scope statements into a main function, or some other-named function.



                          def main():
                          pg.init()
                          pg.display.set_caption('Golf')
                          ... etc ...


                          You have a set of font/color variables that you create at module scope. There aren't currently enough drawing functions to create a Window class or anything, but you might consider putting them into a Config class. (And using snake_case names.)



                          Also, you have a lot of pygame boilerplate mixed in with your game logic. I'd suggest separating the boilerplate into separate functions, something like:



                          while still_playing:
                          handle_events()
                          update()
                          render() # You call this "draw_window()" which is fine.


                          Most of your logic, of course, will be in update(). In fact, since it mostly has to do with updating the position of the Ball object, it should mostly be in a call to ball.update_position(delay) (or some such name).



                          You make use of a pair of temporaries x and y, but it seems like you could replace those with an old-position attribute on the Ball, or a second Ball object, or something.







                          share|improve this answer












                          share|improve this answer



                          share|improve this answer










                          answered 16 mins ago









                          Austin HastingsAustin Hastings

                          7,3621233




                          7,3621233






























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