Android Snake With Kivy, Python

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Yet Another n

Two of a kind: build Snake with Python.

Build Snake with Python


Hello, there.

A lot of people want to start programming apps for Android, but they prefer not to
use Android Studio and/or Java. Why? Because it's an overkill. "I just wanna create
Snake and nothing more!"

Let's snake without java! (with a bonus at the end)

You may also like: Getting Started with Python : Day1.


Get familiarized
First app
Please confirm that you have already installed Kivy (if not, follow the
instructions) and ran buildozer init in the project directory.

Let's run our first app:

# main.py
from kivy.app import App
from kivy.uix.widget import Widget
class WormApp(App):
def build(self):
return Widget()
if __name__ == '__main__':
WormApp().run()

First run of application

First run of the application

We created a Widget. Analogously, we can create a button or any other UI element:

from kivy.app import App


from kivy.uix.widget import Widget
from kivy.uix.button import Button
class WormApp(App):
def build(self):
self.but = Button()
self.but.pos = (100, 100)
self.but.size = (200, 200)
self.but.text = "Hello, cruel world"
self.form = Widget()
self.form.add_widget(self.but)
return self.form
if __name__ == '__main__':
WormApp().run()

Creating a button

Creating a button
Wow! Congratulations! You've created a button!
.kv files
However, there's another way to create UI elements. First, we implement our form:

from kivy.app import App


from kivy.uix.widget import Widget
from kivy.uix.button import Button
class Form(Widget):
def __init__(self):
super().__init__()
self.but1 = Button()
self.but1.pos = (100, 100)
self.add_widget(self.but1)
class WormApp(App):
def build(self):
self.form = Form()
return self.form
if __name__ == '__main__':
WormApp().run()

Then, we create a �worm.kv� file.

# worm.kv
<Form>:
but2: but_id
Button:
id: but_id
pos: (200, 200)

What just happened? We created another Button and assigned id as but_id. Then,
but_id was matched to but2 of the form. It means that now we can refer to this
button by but2.

class Form(Widget):
def __init__(self):
super().__init__()
self.but1 = Button()
self.but1.pos = (100, 100)
self.add_widget(self.but1) #
self.but2.text = "OH MY"

Creating new button

Creating a new button

Graphics
What we do next is creating a graphical element. First, we implement it in worm.kv:

<Form>:
<Cell>:
canvas:
Rectangle:
size: self.size
pos: self.pos
We linked the rectangle's position to self.pos and its size to self.size. So now,
those properties are available from Cell, for example, once we create a cell, we
can do:

class Cell(Widget):
def __init__(self, x, y, size):
super().__init__()
self.size = (size, size) # As you can see, we can change self.size which
is "size" property of a rectangle
self.pos = (x, y)
class Form(Widget):
def __init__(self):
super().__init__()
self.cell = Cell(100, 100, 30)
self.add_widget(self.cell)

Creating a cell

Creating a cell

Ok, we have created a cell.

Necessary Methods
Let's try to move it. To do that, we should add Form.update function and schedule
it.

from kivy.app import App


from kivy.uix.widget import Widget
from kivy.clock import Clock
class Cell(Widget):
def __init__(self, x, y, size):
super().__init__()
self.size = (size, size)
self.pos = (x, y)
class Form(Widget):
def __init__(self):
super().__init__()
self.cell = Cell(100, 100, 30)
self.add_widget(self.cell)
def start(self):
Clock.schedule_interval(self.update, 0.01)
def update(self, _):
self.cell.pos = (self.cell.pos[0] + 2, self.cell.pos[1] + 3)
class WormApp(App):
def build(self):
self.form = Form()
self.form.start()
return self.form
if __name__ == '__main__':
WormApp().run()

The cell will move across the form. As you can see, we can schedule any function
with Clock.

Next, let's make a touch event. Rewrite Form:


class Form(Widget):
def __init__(self):
super().__init__()
self.cells = []
def start(self):
Clock.schedule_interval(self.update, 0.01)
def update(self, _):
for cell in self.cells:
cell.pos = (cell.pos[0] + 2, cell.pos[1] + 3)
def on_touch_down(self, touch):
cell = Cell(touch.x, touch.y, 30)
self.add_widget(cell)
self.cells.append(cell)

Each touch_down creates a cell with coordinates = (touch.x, touch.y) and size of
30. Then, we add it as a widget of the form AND to our own array (in order to
easily access them).

Now you can tap on your form and generate cells.

Generating multiple cells

Generating multiple cells

Neat settings
Because we want to get a nice snake, we should distinguish the graphical positions
and the actual positions of cells.

Why?

A lot of reasons to do so. All logic should be connected with the so-called actual
data, while the graphical data is the result of the actual data. For example, if we
want to make margins, the actual pos of the cell will be (100, 100) while the
graphical pos of the rectangle � (102, 102).

P. S. We wouldn't do it if we dealt with classical on_draw. But here, we don't have


to program on_draw.

Let's fix the worm.kv file:

<Form>:
<Cell>:
canvas:
Rectangle:
size: self.graphical_size
pos: self.graphical_pos

and main.py:

...
from kivy.properties import *
...
class Cell(Widget):
graphical_size = ListProperty([1, 1])
graphical_pos = ListProperty([1, 1])
def __init__(self, x, y, size, margin=4):
super().__init__()
self.actual_size = (size, size)
self.graphical_size = (size - margin, size - margin)
self.margin = margin
self.actual_pos = (x, y)
self.graphical_pos_attach()
def graphical_pos_attach(self):
self.graphical_pos = (self.actual_pos[0] - self.graphical_size[0] / 2,
self.actual_pos[1] - self.graphical_size[1] / 2)
...
class Form(Widget):
def __init__(self):
super().__init__()
self.cell1 = Cell(100, 100, 30)
self.cell2 = Cell(130, 100, 30)
self.add_widget(self.cell1)
self.add_widget(self.cell2)
...

Connecting cells

Connecting cells

The margin appeared, so it looks pretty although we created the second cell with X
= 130 instead of 132. Later, we will make smooth motion based on the distance
between actual_pos and graphical_pos.

Coding the Worm


Implementation
Init config in main.py

class Config:
DEFAULT_LENGTH = 20
CELL_SIZE = 25
APPLE_SIZE = 35
MARGIN = 4
INTERVAL = 0.2
DEAD_CELL = (1, 0, 0, 1)
APPLE_COLOR = (1, 1, 0, 1)

(Trust me, you'll love it!)

Then, assign config to the app:

class WormApp(App):
def __init__(self):
super().__init__()
self.config = Config()
self.form = Form(self.config)
def build(self):
self.form.start()
return self.form

Rewrite init and start:


class Form(Widget):
def __init__(self, config):
super().__init__()
self.config = config
self.worm = None
def start(self):
self.worm = Worm(self.config)
self.add_widget(self.worm)
Clock.schedule_interval(self.update, self.config.INTERVAL)

Then, the Cell:

class Cell(Widget):
graphical_size = ListProperty([1, 1])
graphical_pos = ListProperty([1, 1])
def __init__(self, x, y, size, margin=4):
super().__init__()
self.actual_size = (size, size)
self.graphical_size = (size - margin, size - margin)
self.margin = margin
self.actual_pos = (x, y)
self.graphical_pos_attach()
def graphical_pos_attach(self):
self.graphical_pos = (self.actual_pos[0] - self.graphical_size[0] / 2,
self.actual_pos[1] - self.graphical_size[1] / 2)
def move_to(self, x, y):
self.actual_pos = (x, y)
self.graphical_pos_attach()
def move_by(self, x, y, **kwargs):
self.move_to(self.actual_pos[0] + x, self.actual_pos[1] + y, **kwargs)
def get_pos(self):
return self.actual_pos
def step_by(self, direction, **kwargs):
self.move_by(self.actual_size[0] * direction[0], self.actual_size[1] *
direction[1], **kwargs)

Hopefully, it's more or less clear.

and finally the Worm:

class Worm(Widget):
def __init__(self, config):
super().__init__()
self.cells = []
self.config = config
self.cell_size = config.CELL_SIZE
self.head_init((100, 100))
for i in range(config.DEFAULT_LENGTH):
self.lengthen()
def destroy(self):
for i in range(len(self.cells)):
self.remove_widget(self.cells[i])
self.cells = []
def lengthen(self, pos=None, direction=(0, 1)):
# If pos is set, we put the cell in pos, otherwise accordingly to the
specified direction
if pos is None:
px = self.cells[-1].get_pos()[0] + direction[0] * self.cell_size
py = self.cells[-1].get_pos()[1] + direction[1] * self.cell_size
pos = (px, py)
self.cells.append(Cell(*pos, self.cell_size, margin=self.config.MARGIN))
self.add_widget(self.cells[-1])
def head_init(self, pos):
self.lengthen(pos=pos)

Let's give life to our wormie.


It&apos;s ALIVE!

IT'S ALIVE!
Motion
Now, we will make it move.

It's simple:

class Worm(Widget):
...
def move(self, direction):
for i in range(len(self.cells) - 1, 0, -1):
self.cells[i].move_to(*self.cells[i - 1].get_pos())
self.cells[0].step_by(direction)

class Form(Widget):
def __init__(self, config):
super().__init__()
self.config = config
self.worm = None
self.cur_dir = (0, 0)
def start(self):
self.worm = Worm(self.config)
self.add_widget(self.worm)
self.cur_dir = (1, 0)
Clock.schedule_interval(self.update, self.config.INTERVAL)
def update(self, _):
self.worm.move(self.cur_dir)

He moving!

He moving!
It's alive! It's alive!

Controlling
As you could judge by the preview image, the controls of the snake will be the
following:

class Form(Widget):
...
def on_touch_down(self, touch):
ws = touch.x / self.size[0]
hs = touch.y / self.size[1]
aws = 1 - ws
if ws > hs and aws > hs:
cur_dir = (0, -1) # Down
elif ws > hs >= aws:
cur_dir = (1, 0) # Right
elif ws <= hs < aws:
cur_dir = (-1, 0) # Left
else:
cur_dir = (0, 1) # Up
self.cur_dir = cur_dir

Even better!

Even better!
Cool.

Creating the Fruit


First, we initialize it.

class Form(Widget):
...
def __init__(self, config):
super().__init__()
self.config = config
self.worm = None
self.cur_dir = (0, 0)
self.fruit = None
...
def random_cell_location(self, offset):
x_row = self.size[0] // self.config.CELL_SIZE
x_col = self.size[1] // self.config.CELL_SIZE
return random.randint(offset, x_row - offset), random.randint(offset, x_col
- offset)
def random_location(self, offset):
x_row, x_col = self.random_cell_location(offset)
return self.config.CELL_SIZE * x_row, self.config.CELL_SIZE * x_col
def fruit_dislocate(self):
x, y = self.random_location(2)
self.fruit.move_to(x, y)
...
def start(self):
self.fruit = Cell(0, 0, self.config.APPLE_SIZE, self.config.MARGIN)
self.worm = Worm(self.config)
self.fruit_dislocate()
self.add_widget(self.worm)
self.add_widget(self.fruit)
self.cur_dir = (1, 0)
Clock.schedule_interval(self.update, self.config.INTERVAL)

The current result:Creating the fruit

Creating the fruit


Now, we should implement some Worm methods:

class Worm(Widget):
...
# Here we get all the positions of our cells
def gather_positions(self):
return [cell.get_pos() for cell in self.cells]
# Just check if our head has the same position as another Cell
def head_intersect(self, cell):
return self.cells[0].get_pos() == cell.get_pos()

...and add this check to update().

class Form(Widget):
...
def update(self, _):
self.worm.move(self.cur_dir)
if self.worm.head_intersect(self.fruit):
directions = [(0, 1), (0, -1), (1, 0), (-1, 0)]
self.worm.lengthen(direction=random.choice(directions))
self.fruit_dislocate()

Detection of Self Tile Hitting


We want to know whether the head has the same position as one of the worm's cells.

class Form(Widget):
...
def __init__(self, config):
super().__init__()
self.config = config
self.worm = None
self.cur_dir = (0, 0)
self.fruit = None
self.game_on = True
def update(self, _):
if not self.game_on:
return
self.worm.move(self.cur_dir)
if self.worm.head_intersect(self.fruit):
directions = [(0, 1), (0, -1), (1, 0), (-1, 0)]
self.worm.lengthen(direction=random.choice(directions))
self.fruit_dislocate()
if self.worm_bite_self():
self.game_on = False
def worm_bite_self(self):
for cell in self.worm.cells[1:]:
if self.worm.head_intersect(cell):
return cell
return False

Losing game if snake runs into self

Losing game if snake runs into itself


Coloring, Decorating, and Code Refactoring
Let's start with code refactoring.

Rewrite and add

class Form(Widget):
...
def start(self):
self.worm = Worm(self.config)
self.add_widget(self.worm)
if self.fruit is not None:
self.remove_widget(self.fruit)
self.fruit = Cell(0, 0, self.config.APPLE_SIZE)
self.fruit_dislocate()
self.add_widget(self.fruit)
Clock.schedule_interval(self.update, self.config.INTERVAL)
self.game_on = True
self.cur_dir = (0, -1)
def stop(self):
self.game_on = False
Clock.unschedule(self.update)
def game_over(self):
self.stop()
...
def on_touch_down(self, touch):
if not self.game_on:
self.worm.destroy()
self.start()
return
...

Now, if the worm is dead (frozen), and you tap again, the game will be reset.
Now, let's go to decorating and coloring.

worm.kv

<Form>:
popup_label: popup_label
score_label: score_label
canvas:
Color:
rgba: (.5, .5, .5, 1.0)
Line:
width: 1.5
points: (0, 0), self.size
Line:
width: 1.5
points: (self.size[0], 0), (0, self.size[1])
Label:
id: score_label
text: "Score: " + str(self.parent.worm_len)
width: self.width
Label:
id: popup_label
width: self.width
<Worm>:
<Cell>:
canvas:
Color:
rgba: self.color
Rectangle:
size: self.graphical_size
pos: self.graphical_pos

Rewrite WormApp:

class WormApp(App):
def build(self):
self.config = Config()
self.form = Form(self.config)
return self.form
def on_start(self):
self.form.start()

Adding a score

Adding a score
Let's color it. Rewrite Cell in .kv:

<Cell>:
canvas:
Color:
rgba: self.color
Rectangle:
size: self.graphical_size
pos: self.graphical_pos

Add this to Cell.__init__

self.color = (0.2, 1.0, 0.2, 1.0) #

and this to Form.start

self.fruit.color = (1.0, 0.2, 0.2, 1.0)

Great, enjoy your snake

Finished product!

The finished product!


Finally, we will make a �game over� label

class Form(Widget):
...
def __init__(self, config):
...
self.popup_label.text = ""
...
def stop(self, text=""):
self.game_on = False
self.popup_label.text = text
Clock.unschedule(self.update)
def game_over(self):
self.stop("GAME OVER" + " " * 5 + "\ntap to reset")

and make the hit cell red:

instead of

def update(self, _):


...
if self.worm_bite_self():
self.game_over()
...

write

def update(self, _):


cell = self.worm_bite_self()
if cell:
cell.color = (1.0, 0.2, 0.2, 1.0)
self.game_over()

GAME OVER

GAME OVER
Are you still paying attention? Coming next is the most interesting part.

Bonus Section � Smooth Motion


Because the worm's step is equal to the cell_size, it's not that smooth. But we
want to make it step as frequently as possible, without rewriting the entire logic
of the game. So, we need to create a mechanism moving our graphical poses but not
our actual poses. So, I wrote a simple file:

smooth.py

from kivy.clock import Clock


import time
class Timing:
@staticmethod
def linear(x):
return x
class Smooth:
def __init__(self, interval=1.0/60.0):
self.objs = []
self.running = False
self.interval = interval
def run(self):
if self.running:
return
self.running = True
Clock.schedule_interval(self.update, self.interval)
def stop(self):
if not self.running:
return
self.running = False
Clock.unschedule(self.update)
def setattr(self, obj, attr, value):
exec("obj." + attr + " = " + str(value))
def getattr(self, obj, attr):
return float(eval("obj." + attr))
def update(self, _):
cur_time = time.time()
for line in self.objs:
obj, prop_name_x, prop_name_y, from_x, from_y, to_x, to_y, start_time,
period, timing = line
time_gone = cur_time - start_time
if time_gone >= period:
self.setattr(obj, prop_name_x, to_x)
self.setattr(obj, prop_name_y, to_y)
self.objs.remove(line)
else:
share = time_gone / period
acs = timing(share)
self.setattr(obj, prop_name_x, from_x * (1 - acs) + to_x * acs)
self.setattr(obj, prop_name_y, from_y * (1 - acs) + to_y * acs)
if len(self.objs) == 0:
self.stop()
def move_to(self, obj, prop_name_x, prop_name_y, to_x, to_y, t,
timing=Timing.linear):
self.objs.append((obj, prop_name_x, prop_name_y, self.getattr(obj,
prop_name_x), self.getattr(obj, prop_name_y), to_x,
to_y, time.time(), t, timing))
self.run()
class XSmooth(Smooth):
def __init__(self, props, timing=Timing.linear, *args, **kwargs):
super().__init__(*args, **kwargs)
self.props = props
self.timing = timing
def move_to(self, obj, to_x, to_y, t):
super().move_to(obj, *self.props, to_x, to_y, t, timing=self.timing)

This module is not the most elegant solution �. It's a bad solution and I
acknowledge it. It is an only-hello-world solution.

So you just create smooth.py and copy-paste this code to the file.
Finally, let's make it work:

class Form(Widget):
...
def __init__(self, config):
...
self.smooth = smooth.XSmooth(["graphical_pos[0]", "graphical_pos[1]"])

Then, we replace self.worm.move() with

class Form(Widget):
...
def update(self, _):
...
self.worm.move(self.cur_dir, smooth_motion=(self.smooth,
self.config.INTERVAL))

And this is how methods of Cell should look like:

class Cell(Widget):
...
def graphical_pos_attach(self, smooth_motion=None):
to_x, to_y = self.actual_pos[0] - self.graphical_size[0] / 2,
self.actual_pos[1] - self.graphical_size[1] / 2
if smooth_motion is None:
self.graphical_pos = to_x, to_y
else:
smoother, t = smooth_motion
smoother.move_to(self, to_x, to_y, t)
def move_to(self, x, y, **kwargs):
self.actual_pos = (x, y)
self.graphical_pos_attach(**kwargs)
def move_by(self, x, y, **kwargs):
self.move_to(self.actual_pos[0] + x, self.actual_pos[1] + y, **kwargs)

That's it, thank you for your attention!

How the final result works:

My final code

I received some issues with my code, for example, tshirtman, one of the Kivy
project contributors, suggested me not to make Cells as Widgets but instead make a
Point instruction. However, I don't find this code easier to understand than mine,
even though it is definitely nicer in terms of UI and game development. Anyway, the
code is here

P. S. I am the author of this original article. It was first published on a


Russian site, so it got very few views, which is why I am posting it
here.

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