Here's a simple snake game I implemented in Python, which works in a console. It's not complete yet (doesn't generate food yet, and no scoring or difficulty levels), but it works. I would be really grateful if you give me any suggestions on how I can improve my code. Note that I did some of the things I did in a really complicated manner, just to learn new tricks, like the needlessly complicated binary manipulations, but suggestions would be helpful anyway.
All kinds of suggestions would be welcome, but what I really want to know right now, would be how I should accept user input. Should I use threads? If so, how should I implement it? Or should I just poll for input in a for
loop?
import math
import time
import msvcrt
import ctypes
import random
from ctypes import wintypes
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#*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*#
# A simple command line snake game in Python. #
#*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*#
########################################################
########################################################
DUMP = False
class GameState:
field_width = None
field_height = None
field_state = []
snake_length = 0
snake_head = [0, 0]
# dir codes for movement
# ** up **
# 8
#
# ** left ** 4 6 ** right **
#
# 2
# ** down **
head_dir = 4
game_lost = False
snakebody = []
defaults = {}
map = None
def initialize(settings):
# Initialize functions
try:
for prop in settings:
if not callable(getattr(GameState, prop)):
setattr(GameState, prop, settings[prop])
else:
raise AttributeError
except AttributeError as e:
e.args = ("Invalid game setting '{}' does not exist.".format(prop),)
raise
GameState.snakebody = [list(GameState.snake_head)] * GameState.snake_length
GameState.defaults = settings
GameState.loadmap()
# Make a copy of snake_head
GameState.snake_head = list(GameState.snake_head)
def reset():
GameState.initialize(GameState.defaults)
GameState.game_lost = False
def loadmap(file=None):
if file:
if not hasattr(file, 'read'):
file = open(file, 'r')
GameState.map = [int(line, base=2) for line in file]
else:
GameState.map = GameState.map or [0] * GameState.field_height
GameState.field_state = list(GameState.map)
if len(GameState.field_state) != GameState.field_height:
raise Exception("field map is invalid")
WIN32 = ctypes.WinDLL("kernel32")
stdout = WIN32.GetStdHandle(-11) # stdout code = -11 from header files
def HideCursor():
class _CONSOLE_CURSOR_INFO(ctypes.Structure):
_fields_ = [('dwSize', wintypes.DWORD),
('bVisible', ctypes.c_bool)]
hidden_cursor = _CONSOLE_CURSOR_INFO()
hidden_cursor.bVisible = False
WIN32.SetConsoleCursorInfo(stdout, ctypes.byref(hidden_cursor))
HideCursor()
# Useful class
COORD = wintypes._COORD
# Box drawing chars
box_tl = "\u250C"
box_tr = "\u2510"
box_bl = "\u2514"
box_br = "\u2518"
vborder = "\u2500"
hborder = "\u2502"
# Helper functions
def move_cursor(pos=(0,0)):
WIN32.SetConsoleCursorPosition(stdout, COORD(*pos))
def change_dir(dir):
# Prevent reverse gear
if (GameState.head_dir + dir) == 10: return
GameState.head_dir = dir
def move_snake():
# Default changes
inc = 1
index = 0
wrap = GameState.field_width
dir = GameState.head_dir
if dir in [4, 8]:
# to go either left or up, there must be negetive increment
inc = -1
if dir in [2, 8]:
# vertical movement, so change y pos, and wrap vertically
index = 1
wrap = GameState.field_height
GameState.snake_head[index] += inc
GameState.snake_head[index] %= wrap
if has_obstacle(GameState.snake_head):
GameState.game_lost = True
GameState.snakebody.insert(0, list(GameState.snake_head))
tail = GameState.snakebody.pop()
# update field state
# -------------------
# remove tail first
tx, ty = tail
GameState.field_state[ty] -= GameState.field_state[ty] & (1 << tx)
hx, hy = GameState.snake_head
GameState.field_state[hy] |= (1 << hx)
def has_obstacle(pos):
x, y = pos
return bool(GameState.field_state[y] & (1 << x))
def draw_field():
w = GameState.field_width
h = GameState.field_height
# Move cursor to stating point (for overwritting)
move_cursor()
# Draw the field
print(box_tl, vborder * w, box_tr, sep='')
for i in range(h):
scanline = GameState.field_state[i]
screen_line = [" "] * w
for pix in range(w):
if scanline & 1: screen_line[pix] = "#"
scanline >>= 1
screen_line = "".join(screen_line)
print(hborder, end='')
print(screen_line, end='')
print(hborder)
print(box_bl, vborder * w, box_br, sep='')
if DUMP:
for i in GameState.field_state:
x = bin(i)[2:]
print("0b","0"*(w-len(x)),x, sep='')
def transition():
w = GameState.field_width
h = GameState.field_height
# Transition effect: diamond-in
move_cursor()
width_band = 10
inner_offset = [-i for i in range(h//2)]
inner_offset += [(i - h) for i in range(h//2, h)]
outer_offset = [k-width_band for k in inner_offset]
last = min(outer_offset)
pow2 = (1 << w) - 1
while last < (w//2 + 1):
for i in range(h):
in_pos = inner_offset[i]
out_pos = outer_offset[i]
r_in = w - in_pos - 1
r_out = w - out_pos - 1
gm_st = GameState.field_state[i]
# Inner left side
if in_pos >= 0: gm_st |= 1 << in_pos
# Inner Right side
if 0 < r_in < w:
gm_st |= 1 << r_in
# Outer left side
if out_pos >= 0:
x = gm_st & ( (1 << (out_pos+1)) - 1 )
gm_st -= x
# Outer right side
if 0 < r_out < w:
x = pow2 - ( (1 << (r_out+1)) - 1 )
gm_st -= (gm_st & x)
GameState.field_state[i] = gm_st
inner_offset[i] += 1
outer_offset[i] += 1
last += 1
draw_field()
time.sleep(0.01 if not DUMP else 1)
def draw_lostScreen():
w = GameState.field_width
h = GameState.field_height
text = ["GAME OVER",
"Want to try again?",
"Enter y to continue, any other button to quit"]
v_offset = (h - len(text)) // 2
transition()
move_cursor()
print(box_tl, vborder * w, box_tr, sep='')
for i in range(h):
print(hborder, end='')
print(" "*w, end='')
print(hborder)
print(box_bl, vborder * w, box_br, sep='')
for i, t in enumerate(text):
h_offset = (w - len(t)) // 2
move_cursor([h_offset, i + v_offset])
print(t)
move_cursor([w // 2, i + v_offset + 1])
return input().lower() == 'y'
GameState.initialize({
'field_width' : 75,
'field_height' : 20,
'snake_length' : 10,
'head_dir' : 4,
'snake_head' : [75//2, 20//2]
})
# GameState.loadmap('map.txt')
try:
while True:
while not GameState.game_lost:
move_snake()
draw_field()
if msvcrt.kbhit():
dir = msvcrt.getch()
while msvcrt.kbhit():
dir = msvcrt.getch()
dir = ord(dir)
if dir == 72 or dir == 56: dir = 8
elif dir == 80 or dir == 50: dir = 2
elif dir == 75 or dir == 52: dir = 4
elif dir == 77 or dir == 54: dir = 6
else:
continue
change_dir(dir)
time.sleep(0.03)
time.sleep(1)
retry = draw_lostScreen()
GameState.reset()
if not retry:
break
except Exception as e:
print(e)
input()
-
\$\begingroup\$ With normal console fonts, where the character is higher than wide, it makes playing this a bit awkward ^^" \$\endgroup\$poke– poke2015年09月12日 20:11:21 +00:00Commented Sep 12, 2015 at 20:11
2 Answers 2
Refactoring GameState
The GameState
class feels a little odd to me. Is there a reason why it's a static class? This class would be much more useful if you could instantiate it and create multiple, varying GameState
s, rather than changing the static variables contained inside the static GameState
class.
The first thing we need to do is add a "magic method" named __init__
. This "magic method" is called whenever an instance of the specified class is created, in essence, the constructor. This means that'd you'd define an __init__
method that looks something like this:
It was a little hard to tell which variables should be included in the parameters, so I took an educated guess.
class GameState:
def __init__(self, field_width, field_height, field_state, snake_length, snake_head, head_dir):
...
...
This isn't all though, next, we need to initialize the class attributes, and set them to the values of the parameters. Our __init__
method now becomes this:
class GameState:
def __init__(self, field_width, field_height, field_state, snake_length, snake_head, head_dir):
self.field_width = field_width
self.field_height = field_height
self.field_state = field_state
self.snake_length = snake_length
self.snake_head = snake_head
self.head_dir = head_dir
...
...
Now that we've done this, all of the GameState.
prefixes in your GameState
classmethods should be prefixed with self.
instead.
Now that you've done this, you should be able to just create a new instance of GameState
for each individual game, like this:
current_game_state = GameState( ... )
Defining a main function
Right now, you just have a top-level while
loop that runs your code. No main
function, and no if __name__ == "__main__"
guards. The best thing to do would be to define a main function, and the run it underneath a guard, like this:
if __name__ == "__main__":
main()
You may think that this isn't very important, but it does do some important things, namely preventing main
from running if your file is imported, rather than run directly. You can see more on this subject matter here.
Style
To start off, it's worth mentioning that Python, unlike many other languages, comes with an official style guide, PEP8. It might be worth your time to take a quick peek at that whenever you have a chance.
To start off, some of your naming is incorrect. Names in Python should follow the following conventions:
- Variables should be in
snake_case
. - Constants should be in
UPPER_SNAKE_CASE
. - Function names should be in
snake_case
. - Class names should be in
PascalCase
.
Secondly, in Python, there's no sort of value alignment, like you've done here:
'field_width' : 75,
'field_height' : 20,
'snake_length' : 10,
'head_dir' : 4,
'snake_head' : [75//2, 20//2]
And here:
WIN32 = ctypes.WinDLL("kernel32")
stdout = WIN32.GetStdHandle(-11)
There is no need to align the values with extra spaces.
There should also be two blank lines between top-level code/function/class definitions, like this:
class Spam:
...
def eggs():
...
And not like this:
class Spam:
...
def eggs():
...
Finally, please indent code contained in if
/while
/def
/etc. blocks like this:
if spam:
eggs
And not like this:
if spam: eggs
It helps clear up readability a lot. If you're just using the if
statement to assign a new value to a variable as well, you can just use a ternary, like this:
spam = eggs if foo else bar
GameState
is a rather weird class. You're actually not using it as a class, but as a namespace. Basically, you have a bunch of global variables that don't look global because they are prefixed by GameState.
.
You typically don't need to put ...State
in the names of classes, either. The whole point of object-oriented programming is to have stateful objects. Instead of naming your class Game
, though, I'd just call it SnakeGame
.
Calling GameState.initialize()
with a dictionary feels more like a JavaScript calque than Python.
A more idiomatic outline of the code would be...
class SnakeGame:
def __init__(self, **settings):
self.field_width = None
self.field_height = None
self.field_state = []
...
try:
for k, v in settings.values():
setattr(self, k, v)
...
... to be called like
game = SnakeGame(field_width=75, field_height=20, ...)
But then, some of those parameters aren't actually optional. You should either make them mandatory, or better yet, provide sensible defaults.
class SnakeGame:
def __init__(self, field_width=75, field_height=20, snake_length=10, head_dir=4, snake_head=None):
self.snake_head = snake_head or (field_width // 2, field_height // 2)
# Use a tuple, not a list -------^^^
...
To answer your question about threads... that would be totally overkill for this kind of game. Polling should be adequate. Write a function that does msvcrt.getch()
with a timeout.