added walls and fixed indentation error and memory leaks#27
added walls and fixed indentation error and memory leaks#27wcxdxd wants to merge 4 commits intogudarzi:masterfrom
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…tacles, moving foods/obstacles in later levels for added challenge
Summary of ChangesHello @wcxdxd, 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 significantly upgrades the Snake game by introducing dynamic gameplay elements like moving food and obstacles, and defensive power-ups including shields and temporary invincibility. It also enhances the game's level design with varied wall patterns and addresses critical technical debt by fixing indentation errors and resolving memory leaks in the UI management, leading to a more robust and engaging player experience. Highlights
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Code Review
This pull request introduces a significant amount of new functionality, including walls, moving items, and a shield power-up, alongside fixes for indentation and memory leaks. The refactoring is extensive. While the new features are great, the review has identified some critical architectural issues, potential crashes related to timer management, and several areas for improvement in terms of performance, code clarity, and adherence to UI best practices. Addressing these points will greatly improve the stability and maintainability of the game.
| # Start timer to change direction every 2 seconds, for randomness in movement | ||
| if not getattr(item, '_direction_timer_set', False): | ||
| item._direction_timer_set = True | ||
| def change_direction(): | ||
| if hasattr(item, 'vx') and hasattr(item, 'vy'): | ||
| if random.random() < 0.5: | ||
| item.vx = random.choice([-1, 1]) * speed | ||
| item.vy = 0 | ||
| else: | ||
| item.vx = 0 | ||
| item.vy = random.choice([-1, 1]) * speed | ||
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| QtCore.QTimer.singleShot(2000, change_direction) | ||
| QtCore.QTimer.singleShot(2000, change_direction) |
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The recursive QTimer.singleShot in the nested change_direction function is dangerous. If the item is removed from the scene and deleted (e.g., when food is eaten), the timer will still fire. This will attempt to access a dangling reference, which will likely crash the application. Timers should be managed as part of an object's lifecycle.
A robust solution would be to have a QTimer instance as a member of the Food and Obstacle classes, and explicitly start/stop it when the item is added to or removed from the scene. Since QGraphicsRectItem doesn't inherit from QObject, you can't parent the timer to it directly. An alternative is to manage these timers in the MainWindow class, associating them with their respective items and ensuring they are stopped and deleted when the item is removed.
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| # Class representing the Snake and its behavior | ||
| class Snake(QtWidgets.QGraphicsScene): |
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The Snake class should not inherit from QtWidgets.QGraphicsScene. A QGraphicsScene is a graphical container for QGraphicsItems, but your Snake class represents a logical game entity, not a visual scene. The MainWindow already creates and manages its own QGraphicsScene. This inheritance is architecturally incorrect and very confusing.
The Snake class should be a plain Python object that manages the state of the snake (e.g., its segments, direction, score).
| class Snake(QtWidgets.QGraphicsScene): | |
| class Snake: |
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| # Moves the food item while respecting the border and checking for collisions | ||
| def move_food(self, scene, snake_cubes, obstacles): | ||
| move_items_while_respecting_border(self, scene, snake_cubes, self, obstacles) |
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The arguments passed to move_items_while_respecting_border are incorrect. The function signature is (item, scene, snake_cubes, obstacles, move_obstacles=True). You are calling it as move_items_while_respecting_border(self, scene, snake_cubes, self, obstacles).
This means:
- The
obstaclesparameter inside the function becomesself(the food object). - The
move_obstaclesparameter becomes theobstacleslist frommove_food.
While the obstacles parameter is currently unused in move_items_while_respecting_border, this is very confusing and could lead to bugs if that function is modified in the future. The move_obstacles parameter being a list works by chance because a non-empty list evaluates to True. The call should match the function signature for clarity and correctness.
| move_items_while_respecting_border(self, scene, snake_cubes, self, obstacles) | |
| move_items_while_respecting_border(self, scene, snake_cubes, obstacles) |
| def render_elements(self): | ||
| if self.food and self.food.scene() != self.scene: | ||
| self.scene.addItem(self.food) | ||
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| if self.shield_food and self.shield_food.scene() != self.scene: | ||
| self.scene.addItem(self.shield_food) | ||
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| for sc in self.snake.cube_list: | ||
| if sc.scene() != self.scene: | ||
| self.scene.addItem(sc) | ||
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| for obstacle in self.obstacles: | ||
| if obstacle.scene() != self.scene: | ||
| self.scene.addItem(obstacle) |
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The render_elements method re-adds items to the scene on every game tick if they are not already present. This is an inefficient way to handle rendering. QGraphicsItems should be added to the scene once. To update their position, you only need to call item.setPos() or item.setX()/item.setY(). The QGraphicsScene automatically handles redrawing the moved items.
Constantly checking and re-adding items can degrade performance, especially as the number of objects (snake segments, obstacles) grows. The logic inside tick should focus on updating game state and item positions, not on managing their presence in the scene.
| # 2. START Button | ||
| self.start_button = QtWidgets.QLabel("START", self.window) | ||
| self.start_button.setAlignment(QtCore.Qt.AlignCenter) | ||
| self.start_button.setStyleSheet("color: white; font-size: 30px;") | ||
| self.start_button.setGeometry(350, 150, 100, 50) | ||
| self.start_button.show() | ||
| self.start_button.mousePressEvent = self.start_button_clicked | ||
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| # 3. QUIT Button | ||
| self.quit_button = QtWidgets.QLabel("QUIT", self.window) | ||
| self.quit_button.setAlignment(QtCore.Qt.AlignCenter) | ||
| self.quit_button.setStyleSheet("color: white; font-size: 30px;") | ||
| self.quit_button.setGeometry(350, 250, 100, 50) | ||
| self.quit_button.show() | ||
| self.quit_button.mousePressEvent = self.quit_button_clicked |
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The start menu now uses QLabel widgets made to act like buttons by overriding mousePressEvent. While this works, it's better to use QPushButton. QPushButton is the standard widget for this purpose and provides several advantages:
- Proper handling of keyboard navigation (e.g., Tab and Enter keys).
- Built-in visual feedback for hover and pressed states.
- Better accessibility for users with disabilities.
Using QLabels as buttons is a regression in terms of usability and standard UI practices. I recommend switching back to QPushButton and connecting to its clicked signal.
| # Moves the obstacle item while respecting the border and checking for collisions | ||
| def move_obstacle(self, scene, snake_cubes, food, obstacles): | ||
| move_items_while_respecting_border(self, scene, snake_cubes, food, obstacles) |
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| self.scoreLabel = QtWidgets.QLabel("Score: 0", self.window) | ||
| self.levelLabel = QtWidgets.QLabel("Level: 1", self.window) | ||
| self.escLabel = QtWidgets.QLabel("\"esc\" to pause", self.window) | ||
| self.scoreLabel.setAlignment(QtCore.Qt.AlignCenter) | ||
| self.scoreLabel.setStyleSheet("color: white; font-size: 20px;") | ||
| self.scoreLabel.setGeometry(350, 10, 100, 30) | ||
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| self.levelLabel.setAlignment(QtCore.Qt.AlignCenter) | ||
| self.levelLabel.setStyleSheet("color: cyan; font-size: 20px;") | ||
| self.levelLabel.setGeometry(10, 10, 100, 30) | ||
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| self.powerUpLabel = QtWidgets.QLabel("", self.window) | ||
| self.powerUpLabel.setAlignment(QtCore.Qt.AlignCenter) | ||
| self.powerUpLabel.setStyleSheet("color: yellow; font-size: 16px;") | ||
| self.powerUpLabel.setGeometry(250, 350, 300, 30) | ||
| self.powerUpLabel.hide() |
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You are creating new QLabel widgets for the score, level, etc., programmatically. However, these widgets are also defined in the main.ui file. This means you are creating duplicate, overlapping widgets. The ones from the .ui file are loaded but then hidden behind the new ones you create in code.
You should either:
- Remove these widgets from
main.uiand create them only in code (as you are doing now). - Continue to define them in
main.uiand get references to them in your code usingself.window.findChild(...), as was done previously.
The current approach is confusing and inefficient.
| self.update_level() | ||
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| # Start timer for spawning shield food | ||
| self.shield_timer = QtCore.QTimer() |
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The shield_timer is created without a parent QObject. This can lead to a memory leak if the MainWindow is closed without the game_over sequence running, as the timer won't be automatically garbage collected. The same applies to self.timer (line 298) and self.invincible_timer (line 577).
It's good practice to parent QObjects like QTimer to another QObject (like the main window) to ensure proper cleanup.
| self.shield_timer = QtCore.QTimer() | |
| self.shield_timer = QtCore.QTimer(self) |
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