#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.