#Review
Naming conventions
In Python, methods and variables should be named the following way: https://stackoverflow.com/questions/159720/what-is-the-naming-convention-in-python-for-variable-and-function-names
So in your case, it would be:
self.snakeLength
> self.snake_length
def eatApple(self)
> def eat_apple(self)
Choose better names for variables
Snake.snakeX seems to be a little bit too much. Why don't you
Snake.snakeX
> Snake.x
Snake.snakeLength
> Snake.length
Apple.appleX
> Apple.x
Use class constants instead of global variables
Usually you want to have as few golbal variables / constants as possible. Instead of boardWidth = 30
you can create a cosntant and move it to some class, like BOARD_WIDTH = 30
(see example).
Wrap the main code
Create a new class which wraps the code your script runs. You could, for exapmple, use the Tk class (see example)
Use main
If someone wants to import your code, he will instatnly run the whole script, creating a Tkinter widget, running the gameloop infinitely. Instead, wrap it with a if __name__ == "__main__":
statement.
Prevent the snake of moving backwards
In your implementation it is possible to do a 180° turn, which kills your snake instantly. You could always save the last move, e.g. "w", which blocks all incoming "s", so only "w", "a" and "d" are valid for the next move (see example).
Reduce visibility
You can reduce the visibility of class members by placing __
in front of them. For example
self.apple
> self.__apple
Looks ugly, but this way these fields can't be accessed from outside your class.
Use @property
Instead of defining setters manually, use propteries (see example).
More information: https://www.smallsurething.com/private-methods-and-attributes-in-python/
Code improvements
Instead of event.char == "w" or event.char == "d" or event.char == "s" or event.char == "a"
you can define a list of all keys KEYS = ["w", "a", "s", "d"]
and then do event.char in Snake.KEYS
Do not write if snake.checkGameOver() == False
, instead do if not snake.checkGameOver()
You might use type hinting
Since python 3.5 there is typehinting (see example).
More information: https://blog.jetbrains.com/pycharm/2015/11/python-3-5-type-hinting-in-pycharm-5/
Code example
snake.py
from tkinter import *
import random
from typing import List
class Apple:
def __init__(self):
self.__x = random.randint(1, App.BOARD_WIDTH - 2)
self.__y = random.randint(1, App.BOARD_HEIGHT - 2)
def create_new_apple(self) -> None:
self.__x = random.randint(1, App.BOARD_WIDTH - 2)
self.__y = random.randint(1, App.BOARD_HEIGHT - 2)
@property
def x(self) -> int:
return self.__x
@property
def y(self) -> int:
return self.__y
class Snake:
KEYS = ["w", "a", "s", "d"]
MAP_KEY_OPP = {"w": "s", "a": "d", "s": "w", "d": "a"}
def __init__(self, apple):
self.__apple = apple
self.__x = [20, 20, 20]
self.__y = [20, 21, 22]
self.__length = 3
self.__key_current = "w"
self.__key_last = self.__key_current
self.__points = 0
def move(self) -> None: # move and change direction with wasd
self.__key_last = self.__key_current
for i in range(self.length - 1, 0, -1):
self.__x[i] = self.__x[i - 1]
self.__y[i] = self.__y[i - 1]
if self.__key_current == "w":
self.__y[0] = self.__y[0] - 1
elif self.__key_current == "s":
self.__y[0] = self.__y[0] + 1
elif self.__key_current == "a":
self.__x[0] = self.__x[0] - 1
elif self.__key_current == "d":
self.__x[0] = self.__x[0] + 1
self.eat_apple()
def eat_apple(self) -> None:
if self.__x[0] == self.__apple.x and self.__y[0] == self.__apple.y:
self.__length = self.__length + 1
x = self.__x[len(self.__x) - 1] # snake grows
y = self.__y[len(self.__y) - 1]
self.__x.append(x + 1)
self.__y.append(y)
self.__points = self.__points + 1
self.__apple.create_new_apple()
@property
def gameover(self) -> bool:
for i in range(1, self.length, 1):
if self.__y[0] == self.__y[i] and self.__x[0] == self.__x[i]:
return True # snake ate itself
if self.__x[0] < 1 or self.__x[0] >= App.BOARD_WIDTH - 1 or self.__y[0] < 1 or self.__y[0] >= App.BOARD_HEIGHT - 1:
return True # snake out of bounds
return False
def set_key_event(self, event: Event) -> None:
if event.char in Snake.KEYS and event.char != Snake.MAP_KEY_OPP[self.__key_last]:
self.__key_current = event.char
@property
def x(self) -> List[int]:
return self.__x.copy()
@property
def y(self) -> List[int]:
return self.__y.copy()
@property
def length(self) -> int:
return self.__length
@property
def points(self) -> int:
return self.__points
class App(Tk):
BOARD_WIDTH = 30
BOARD_HEIGHT = 30
TILE_SIZE = 10
COLOR_BACKGROUND = "yellow"
COLOR_SNAKE_HEAD = "red"
COLOR_SNAKE_BODY = "blue"
COLOR_APPLE = "green"
COLOR_FONT = "darkblue"
FONT = "Times 20 italic bold"
FONT_DISTANCE = 25
TEXT_TITLE = "Snake"
TEXT_GAMEOVER = "GameOver!"
TEXT_POINTS = "Points: "
TICK_RATE = 200 # in ms
def __init__(self, screenName=None, baseName=None, className='Tk', useTk=1, sync=0, use=None):
Tk.__init__(self, screenName, baseName, className, useTk, sync, use)
self.__apple = Apple()
self.__snake = Snake(self.__apple)
self.__canvas = Canvas(self, width=App.BOARD_WIDTH * App.TILE_SIZE, height=App.BOARD_HEIGHT * App.TILE_SIZE)
self.__canvas.pack()
self.__canvas.configure(background=App.COLOR_BACKGROUND)
self.title(App.TEXT_TITLE)
self.bind('<KeyPress>', self.__snake.set_key_event)
def mainloop(self, n=0):
self.__gameloop()
Tk.mainloop(self, n)
def __gameloop(self):
self.after(App.TICK_RATE, self.__gameloop)
self.__canvas.delete(ALL)
if not self.__snake.gameover:
self.__snake.move()
x = self.__snake.x
y = self.__snake.y
self.__canvas.create_rectangle(
x[0] * App.TILE_SIZE,
y[0] * App.TILE_SIZE,
x[0] * App.TILE_SIZE + App.TILE_SIZE,
y[0] * App.TILE_SIZE + App.TILE_SIZE,
fill=App.COLOR_SNAKE_HEAD
) # Head
for i in range(1, self.__snake.length, 1):
self.__canvas.create_rectangle(
x[i] * App.TILE_SIZE,
y[i] * App.TILE_SIZE,
x[i] * App.TILE_SIZE + App.TILE_SIZE,
y[i] * App.TILE_SIZE + App.TILE_SIZE,
fill=App.COLOR_SNAKE_BODY
) # Body
self.__canvas.create_rectangle(
self.__apple.x * App.TILE_SIZE,
self.__apple.y * App.TILE_SIZE,
self.__apple.x * App.TILE_SIZE + App.TILE_SIZE,
self.__apple.y * App.TILE_SIZE + App.TILE_SIZE,
fill=App.COLOR_APPLE
) # Apple
else: # GameOver Message
x = App.BOARD_WIDTH * App.TILE_SIZE / 2 # x coordinate of screen center
y = App.BOARD_HEIGHT * App.TILE_SIZE / 2 # y coordinate of screen center
self.__canvas.create_text(x, y - App.FONT_DISTANCE, fill=App.COLOR_FONT, font=App.FONT,
text=App.TEXT_GAMEOVER)
self.__canvas.create_text(x, y + App.FONT_DISTANCE, fill=App.COLOR_FONT, font=App.FONT,
text=App.TEXT_POINTS + str(self.__snake.points))
if __name__ == "__main__":
App().mainloop()
As always, no warranty. As there are many different styles for programming python, these are some suggestions for you, how you COULD impove your code. Many things I mentioned are optional, not necessary.