Golf game boilerplate
$begingroup$
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!
python pygame physics
$endgroup$
add a comment |
$begingroup$
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!
python pygame physics
$endgroup$
add a comment |
$begingroup$
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!
python pygame physics
$endgroup$
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
python pygame physics
edited 5 hours ago
Alex
653313
653313
asked 6 hours ago
alec935alec935
1855
1855
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
$begingroup$
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
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
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
$endgroup$
add a comment |
$begingroup$
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
$endgroup$
add a comment |
$begingroup$
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
$endgroup$
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
edited 3 hours ago
answered 3 hours ago
ReinderienReinderien
4,415822
4,415822
add a comment |
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
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.
answered 2 hours ago
Austin HastingsAustin Hastings
7,4021233
7,4021233
add a comment |
add a comment |
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