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@franz-sweepMe franz-sweepMe requested a review from a team as a code owner January 14, 2026 14:20
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Summary of Changes

Hello @franz-sweepMe, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request introduces a new, self-contained Pong game module, main.py, designed for integration as a Custom Function Script (CFS). The module provides a complete graphical game, tracks scores for two players, and allows for dynamic adjustment of game parameters such as ball speed and individual paddle sizes through configurable arguments, enhancing interactivity and user control.

Highlights

  • New Pong Game Module: A complete two-player Pong game module, main.py, has been added, providing a fully functional game experience.
  • Configurable Game Parameters: The game allows users to configure 'Ball speed', 'Paddle 1 size', and 'Paddle 2 size' directly from the user interface, offering customization options.
  • Real-time Parameter Updates: Ball speed and paddle sizes can be updated dynamically during gameplay, with changes applied immediately to the live widget.
  • Score Tracking: The module accurately tracks and returns the scores for Player 1 (bottom paddle) and Player 2 (top paddle).
  • PySide2 Graphical Interface: The game leverages the PySide2 library for its graphical user interface, handling rendering, user input, and game loop mechanics.

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Code Review

This pull request adds a complete Pong game implementation as a SweepMe! custom function. The code is well-structured with a Main class for integration and a PongWidget for the game itself. My review focuses on improving robustness, consistency, and maintainability. Key findings include overly broad exception handling that can hide bugs, inconsistencies in how configuration parameters like paddle sizes are handled between the Main class and the PongWidget, a potential crash in the configure method, and some dead code. I've also included suggestions to align with Python best practices like moving imports and removing magic numbers.

Comment on lines +45 to +46
self.widget.player1_score = 0 # bottom paddle
self.widget.player2_score = 0 # top paddle

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critical

The configure method directly accesses self.widget without checking if it has been initialized. If configure is called before renew_widget, this will raise an AttributeError. You should add a guard to ensure self.widget is not None before accessing its attributes, for example by wrapping these lines in an if self.widget: block.

Comment on lines +37 to +38
self.paddle1_size = 50
self.paddle2_size = 50

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high

The paddle sizes are hardcoded to 50, ignoring the default values defined in the arguments dictionary. This can lead to unexpected behavior where the UI shows one value but the game uses another on startup. You should initialize self.paddle1_size and self.paddle2_size using the values from self.arguments.

Suggested change
self.paddle1_size = 50
self.paddle2_size = 50
self.paddle1_size = int(self.arguments["Paddle 1 size"])
self.paddle2_size = int(self.arguments["Paddle 2 size"])

Comment on lines +96 to +127
try:
w = self.widget
# apply speed update: preserve direction signs, change magnitude
if new_ball_speed is not None:
try:
sx = 1 if w.ball_dx >= 0 else -1
sy = 1 if w.ball_dy >= 0 else -1
w.ball_dx = sx * float(self.ball_speed)
w.ball_dy = sy * float(self.ball_speed)
w._initial_speed = float(self.ball_speed)
except Exception:
pass
# apply paddle size update: set widths and recenter horizontally
try:
w.paddle_width = int(self.paddle1_size)
w.paddle2_width = int(self.paddle2_size)
ww = w.width()
# w.paddle_x = (ww - w.paddle_width) // 2
# w.paddle2_x = (ww - w.paddle2_width) // 2
except Exception:
pass
# keep stored scores in sync with widget
try:
self.player1_score = int(getattr(w, 'player1_score', self.player1_score))
except Exception:
pass
try:
self.player2_score = int(getattr(w, 'player2_score', self.player2_score))
except Exception:
pass
except Exception:
pass

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high

This large try...except Exception: pass block, along with several nested ones, silently swallows all errors that might occur when updating the widget. This makes debugging extremely difficult as any issue (e.g., AttributeError, TypeError, ValueError) will be hidden. It's better to handle specific exceptions where they can be recovered from, or at least log the exceptions to aid in debugging.

Comment on lines +113 to +114
# w.paddle_x = (ww - w.paddle_width) // 2
# w.paddle2_x = (ww - w.paddle2_width) // 2

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high

The code to recenter the paddles after their size is updated is commented out. This means that if the paddle sizes are changed during runtime, they will not be recentered horizontally, which is a bug. You should uncomment these lines to ensure paddles are correctly positioned after a size change.

Suggested change
# w.paddle_x = (ww - w.paddle_width) // 2
# w.paddle2_x = (ww - w.paddle2_width) // 2
w.paddle_x = (ww - w.paddle_width) // 2
w.paddle2_x = (ww - w.paddle2_width) // 2

Comment on lines +187 to +213
def apply_updates_and_resume(self, new_speed=None, new_paddle=None):
"""Apply runtime updates (speed, paddle size) and resume the game if it was paused for scoring."""
try:
if new_speed is not None:
# preserve current direction signs but set magnitude to new_speed
sx = 1 if self.ball_dx >= 0 else -1
sy = 1 if self.ball_dy >= 0 else -1
self.ball_dx = sx * float(new_speed)
self.ball_dy = sy * float(new_speed)
self._initial_speed = float(new_speed)
if new_paddle is not None:
self.paddle_width = int(new_paddle)
self.paddle2_width = int(new_paddle)
ww = self.width()
# recenter paddles
self.paddle_x = (ww - self.paddle_width) // 2
self.paddle2_x = (ww - self.paddle2_width) // 2
except Exception:
pass
# clear waiting flag and restart timer
self.waiting_for_resume = False
# ensure ball is correctly placed (keep the spawn reset state)
# restart timer
try:
self.timer.start(16)
except Exception:
pass

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high

The method apply_updates_and_resume appears to be unused. Additionally, the attribute self.waiting_for_resume set on line 207 is not defined or used anywhere else. This suggests it is dead code. Unused code should be removed to improve maintainability.

Comment on lines +394 to +397
arguments = {
"Ball speed": 5.0,
"Paddle size": 120,
}

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high

The arguments dictionary defines "Paddle size", but the script.main method expects "Paddle 1 size" and "Paddle 2 size". When script.main is called, it will not find these keys and will fall back to the default values from Main.__init__, not the intended 120. This will cause the test script to run with unexpected paddle sizes. You should update the arguments dictionary to use the correct keys. This is also related to the PongWidget only accepting a single paddle_size on initialization.

Returns: (player1_score, player2_score)
"""
# update from kwargs for runtime parameters if provided
new_ball_speed = float(kwargs.get("Ball speed", "1"))

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medium

The main method uses a hardcoded default value of "1" for new_ball_speed when calling kwargs.get(). This is inconsistent with the default value of "5.0" defined in the arguments dictionary and initialized in __init__. It's better to use the currently configured ball speed (self.ball_speed) as the default value to avoid unexpected speed changes.

Suggested change
new_ball_speed = float(kwargs.get("Ball speed", "1"))
new_ball_speed = float(kwargs.get("Ball speed", self.ball_speed))

Comment on lines +133 to +135
from PySide2.QtWidgets import QWidget
from PySide2.QtCore import Qt, QTimer
from PySide2.QtGui import QPainter, QColor

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medium

According to PEP 8, Python's style guide, all imports should be at the top of the file, just after any module comments and docstrings. Moving these PySide2 imports to the top will improve code organization and adherence to standard Python conventions.

from PySide2.QtGui import QPainter, QColor

class PongWidget(QWidget):
def __init__(self, speed=2.0, paddle_size=120):

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medium

The PongWidget's __init__ method accepts a single paddle_size parameter, which is then used for both paddles. However, the Main class and other parts of the code are designed to handle separate sizes for each paddle (paddle1_size and paddle2_size). To make the component more flexible and consistent with the rest of the application, consider updating the __init__ method to accept separate sizes for each paddle. You will also need to update the method body to store and use these separate sizes.

Suggested change
def __init__(self, speed=2.0, paddle_size=120):
def __init__(self, speed=2.0, paddle1_size=120, paddle2_size=120):


def game_loop(self):
# move paddles based on pressed keys (supports simultaneous input)
paddle_speed = 8 # pixels per frame; adjust to taste

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medium

The paddle speed is hardcoded as a magic number 8. It's better to define this as a constant at the class level (e.g., PADDLE_SPEED = 8). This improves readability and makes it easier to change the value in one place if needed.

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2 participants