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added walls and fixed indentation error and memory leaks#27

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wcxdxd wants to merge 4 commits intogudarzi:masterfrom
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added walls and fixed indentation error and memory leaks#27
wcxdxd wants to merge 4 commits intogudarzi:masterfrom
wcxdxd:my-branch

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@wcxdxd wcxdxd commented Dec 10, 2025

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Summary of Changes

Hello @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

  • New Game Mechanics: Introduced moving food and obstacles (from Level 3 and 4 respectively), and a new 'shield' power-up that grants temporary invincibility upon collision.
  • Enhanced Level Progression: Added a variety of static wall obstacles that appear at specific levels, creating more dynamic and challenging gameplay environments.
  • Memory Leak Fixes: Refactored the handling of UI elements (labels and buttons) in the main menu to prevent memory leaks by dynamically creating and deleting them as needed.
  • Code Structure and Readability: Improved code indentation for better readability and introduced a new utility function move_items_while_respecting_border to centralize movement and collision logic for game items.
  • Snake Customization: The snake now changes color to indicate special states, such as being invincible (gold) or having shields (magenta).
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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.

Comment on lines +52 to +65
# 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

QtCore.QTimer.singleShot(2000, change_direction)
QtCore.QTimer.singleShot(2000, change_direction)

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critical

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.



# Class representing the Snake and its behavior
class Snake(QtWidgets.QGraphicsScene):

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critical

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).

Suggested change
class Snake(QtWidgets.QGraphicsScene):
class Snake:


# 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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high

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 obstacles parameter inside the function becomes self (the food object).
  • The move_obstacles parameter becomes the obstacles list from move_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.

Suggested change
move_items_while_respecting_border(self, scene, snake_cubes, self, obstacles)
move_items_while_respecting_border(self, scene, snake_cubes, obstacles)

Comment on lines +441 to +457
def render_elements(self):
if self.food and self.food.scene() != self.scene:
self.scene.addItem(self.food)


if self.shield_food and self.shield_food.scene() != self.scene:
self.scene.addItem(self.shield_food)


for sc in self.snake.cube_list:
if sc.scene() != self.scene:
self.scene.addItem(sc)


for obstacle in self.obstacles:
if obstacle.scene() != self.scene:
self.scene.addItem(obstacle)

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high

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.

Comment on lines +874 to +889
# 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


# 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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high

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.

Comment on lines +182 to +184
# 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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medium

The move_obstacle method in the Obstacle class appears to be dead code. It's not called anywhere in the application. The main game loop in tick() calls move_items_while_respecting_border() directly for each obstacle. This method can be safely removed to clean up the code.

Comment on lines +276 to +293
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)


self.levelLabel.setAlignment(QtCore.Qt.AlignCenter)
self.levelLabel.setStyleSheet("color: cyan; font-size: 20px;")
self.levelLabel.setGeometry(10, 10, 100, 30)


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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medium

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:

  1. Remove these widgets from main.ui and create them only in code (as you are doing now).
  2. Continue to define them in main.ui and get references to them in your code using self.window.findChild(...), as was done previously.

The current approach is confusing and inefficient.

self.update_level()

# Start timer for spawning shield food
self.shield_timer = QtCore.QTimer()

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medium

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.

Suggested change
self.shield_timer = QtCore.QTimer()
self.shield_timer = QtCore.QTimer(self)

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