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Snake

A tutorial for Lua and LÖVE 11

Download snake.love

Rules

Eating food makes the snake grow. When the food is eaten it moves to another random position.

The snake will wrap around to the other side of the screen when it goes off the edge.

The game is over when the snake crashes into itself.

Controls

Arrow keysChange direction

Overview

The snake is represented by a sequence of X and Y positions.

The food is represented by a single X and Y position.

When the snake moves, then the last item in the sequence (i.e. its old tail position) is removed, and an item is added to the front (i.e. its new head position) in the direction that the snake is going.

If the new head position is at the same position as the food's position, then the snake's tail is not removed, and the food is moved to a random position not occupied by the snake.

If the new head position is at the same position as any of the snake's other segments, then the game is over.

Coding

Drawing the background

The playing area is 20 cells wide and 15 cells high, and each cell has a side length of 15 pixels.

A rectangle is drawn for the background.

Full code at this point

function love.draw()
    local gridXCount = 20
    local gridYCount = 15
    local cellSize = 15

    love.graphics.setColor(.28, .28, .28)
    love.graphics.rectangle(
        'fill',
        0,
        0,
        gridXCount * cellSize,
        gridYCount * cellSize
    )
end

Drawing the snake

The snake's segments are stored as X and Y positions and drawn as squares.

Full code at this point

function love.draw()
    -- etc.

    local snakeSegments = {
        {x = 3, y = 1},
        {x = 2, y = 1},
        {x = 1, y = 1},
    }

    for segmentIndex, segment in ipairs(snakeSegments) do
        love.graphics.setColor(.6, 1, .32)
        love.graphics.rectangle(
            'fill',
            (segment.x - 1) * cellSize,
            (segment.y - 1) * cellSize,
            cellSize - 1,
            cellSize - 1
        )
    end
end

Timer

The snake will move once every 0.15 seconds.

A timer variable starts at 0 and increases by dt each frame.

When the timer is at or above 0.15 it is reset to 0.

For now, 'tick' is printed every time the snake will move.

Full code at this point

function love.load()
    timer = 0
end

function love.update(dt)
    timer = timer + dt
    if timer >= 0.15 then
        timer = 0
        -- Temporary
        print('tick')
    end
end

Moving the snake right

The next position of the snake's head is calculated by adding 1 to the current X position of the snake's head (i.e. the first element of the segments table). This new segment is added to the start of the segments table.

The last element of the segments table (the snake's tail) is removed.

The segments table is changed in love.update, so it is moved into love.load.

Full code at this point

function love.load()
    -- Moved and "local" removed
    snakeSegments = {
        {x = 3, y = 1},
        {x = 2, y = 1},
        {x = 1, y = 1},
    }

    timer = 0
end

function love.update(dt)
    timer = timer + dt
    if timer >= 0.15 then
        timer = 0

        local nextXPosition = snakeSegments[1].x + 1
        local nextYPosition = snakeSegments[1].y

        table.insert(snakeSegments, 1, {
            x = nextXPosition, y = nextYPosition
        })
        table.remove(snakeSegments)
    end
end

function love.draw()
    -- Removed: local snakeSegments
end

Moving the snake in all four directions

The snake's current direction is stored in a variable, and is changed using the arrow keys.

The snake's next head position is set based on this direction.

Full code at this point

function love.load()
    -- etc.

    direction = 'right'
end

function love.update(dt)
    timer = timer + dt
    if timer >= 0.15 then
        timer = 0

        local nextXPosition = snakeSegments[1].x
        local nextYPosition = snakeSegments[1].y

        if direction == 'right' then
            nextXPosition = nextXPosition + 1
        elseif direction == 'left' then
            nextXPosition = nextXPosition - 1
        elseif direction == 'down' then
            nextYPosition = nextYPosition + 1
        elseif direction == 'up' then
            nextYPosition = nextYPosition - 1
        end

        table.insert(snakeSegments, 1, {
            x = nextXPosition, y = nextYPosition
        })
        table.remove(snakeSegments)
    end
end

function love.keypressed(key)
    if key == 'right' then
        direction = 'right'
    elseif key == 'left' then
        direction = 'left'
    elseif key == 'down' then
        direction = 'down'
    elseif key == 'up' then
        direction = 'up'
    end
end

Preventing moving straight backwards

The snake shouldn't be able to move in the opposite direction it's currently going in (e.g. when it's going right, it shouldn't immediately go left), so this is checked before setting the direction.

Full code at this point

function love.keypressed(key)
    if key == 'right'
    and direction ~= 'left' then
        direction = 'right'

    elseif key == 'left'
    and direction ~= 'right' then
        direction = 'left'

    elseif key == 'down'
    and direction ~= 'up' then
        direction = 'down'

    elseif key == 'up'
    and direction ~= 'down' then
        direction = 'up'
    end
end

Using direction queue

Currently, the snake can still go backwards if another direction and then the opposite direction is pressed within a single tick of the timer. For example, if the snake moved right on the last tick, and then the player presses down then left before the next tick, then the snake will move left on the next tick.

Also, the player may want to give multiple directions within a single tick. In the above example, the player may have wanted the snake to move down for the next tick, and then left on the tick after.

A direction queue is created. The first item in the queue is the direction the snake will move on the next tick.

If the direction queue has more than one item, then the first item is removed from it on every tick.

When a key is pressed, the direction is added to the end of the direction queue.

The last item in the direction queue (i.e. the last direction pressed) is checked to see if it's not in the opposite direction of the new direction before adding the new direction to the direction queue.

Full code at this point

function love.load()
    -- etc.

    -- Removed: direction = 'right'
    directionQueue = {'right'}
end

function love.update(dt)
    timer = timer + dt
    if timer >= 0.15 then
        timer = 0

        if #directionQueue > 1 then
            table.remove(directionQueue, 1)
        end

        local nextXPosition = snakeSegments[1].x
        local nextYPosition = snakeSegments[1].y

        if directionQueue[1] == 'right' then
            nextXPosition = nextXPosition + 1
        elseif directionQueue[1] == 'left' then
            nextXPosition = nextXPosition - 1
        elseif directionQueue[1] == 'down' then
            nextYPosition = nextYPosition + 1
        elseif directionQueue[1] == 'up' then
            nextYPosition = nextYPosition - 1
        end

        table.insert(snakeSegments, 1, {
            x = nextXPosition, y = nextYPosition
        })
        table.remove(snakeSegments)
    end
end

function love.keypressed(key)
    if key == 'right'
    and directionQueue[#directionQueue] ~= 'left' then
        table.insert(directionQueue, 'right')

    elseif key == 'left'
    and directionQueue[#directionQueue] ~= 'right' then
        table.insert(directionQueue, 'left')

    elseif key == 'up'
    and directionQueue[#directionQueue] ~= 'down' then
        table.insert(directionQueue, 'up')

    elseif key == 'down'
    and directionQueue[#directionQueue] ~= 'up' then
        table.insert(directionQueue, 'down')
    end
end

function love.draw()
    -- etc.

    -- Temporary
    for directionIndex, direction in ipairs(directionQueue) do
        love.graphics.setColor(1, 1, 1)
        love.graphics.print(
            'directionQueue['..directionIndex..']: '..direction,
            15, 15 * directionIndex
        )
    end
end

Preventing adding the same direction twice

If the last direction is the same direction as the new direction, then the new direction is not added to the direction queue.

Full code at this point

function love.keypressed(key)
    if key == 'right'
    and directionQueue[#directionQueue] ~= 'right'
    and directionQueue[#directionQueue] ~= 'left' then
        table.insert(directionQueue, 'right')

    elseif key == 'left'
    and directionQueue[#directionQueue] ~= 'left'
    and directionQueue[#directionQueue] ~= 'right' then
        table.insert(directionQueue, 'left')

    elseif key == 'up'
    and directionQueue[#directionQueue] ~= 'up'
    and directionQueue[#directionQueue] ~= 'down' then
        table.insert(directionQueue, 'up')

    elseif key == 'down'
    and directionQueue[#directionQueue] ~= 'down'
    and directionQueue[#directionQueue] ~= 'up' then
        table.insert(directionQueue, 'down')
    end
end

Wrapping around the screen

If the next position would be off the grid, it is wrapped around to the position on the other side.

The grid X/Y counts are reused from drawing the background, so they are moved to love.load.

Full code at this point

function love.load()
    -- etc.

    gridXCount = 20
    gridYCount = 15
end

function love.update(dt)
        -- etc.

        if directionQueue[1] == 'right' then
            nextXPosition = nextXPosition + 1
            if nextXPosition > gridXCount then
                nextXPosition = 1
            end
        elseif directionQueue[1] == 'left' then
            nextXPosition = nextXPosition - 1
            if nextXPosition < 1 then
                nextXPosition = gridXCount
            end
        elseif directionQueue[1] == 'down' then
            nextYPosition = nextYPosition + 1
            if nextYPosition > gridYCount then
                nextYPosition = 1
            end
        elseif directionQueue[1] == 'up' then
            nextYPosition = nextYPosition - 1
            if nextYPosition < 1 then
                nextYPosition = gridYCount
            end
        end

        -- etc.
end

function love.draw()
    -- Removed: local gridXCount = 20
    -- Removed: local gridYCount = 15
end

Drawing food

The food is stored as a pair of X and Y values and is drawn as a square.

Full code at this point

function love.load()
    -- etc.

    foodPosition = {
        x = love.math.random(1, gridXCount),
        y = love.math.random(1, gridYCount),
    }
end

function love.draw()
    -- etc.

    love.graphics.setColor(1, .3, .3)
    love.graphics.rectangle(
        'fill',
        (foodPosition.x - 1) * cellSize,
        (foodPosition.y - 1) * cellSize,
        cellSize - 1,
        cellSize - 1
    )
end

Simplifying code

The code for drawing a snake's segment and drawing the food is the same except for the color, so a function is made.

Full code at this point

function love.draw()
    -- etc.

    local function drawCell(x, y)
        love.graphics.rectangle(
            'fill',
            (x - 1) * cellSize,
            (y - 1) * cellSize,
            cellSize - 1,
            cellSize - 1
        )
    end

    for segmentIndex, segment in ipairs(snakeSegments) do
        love.graphics.setColor(.6, 1, .32)
        drawCell(segment.x, segment.y)
    end

    love.graphics.setColor(1, .3, .3)
    drawCell(foodPosition.x, foodPosition.y)
end

Eating food

If the snake's new head position is the same as the food's position, then the snake's tail is not removed, and the food gets a new random position.

Full code at this point

function love.update(dt)
        -- etc.

        table.insert(snakeSegments, 1, {
            x = nextXPosition, y = nextYPosition
        })

        if snakeSegments[1].x == foodPosition.x
        and snakeSegments[1].y == foodPosition.y then
            foodPosition = {
                x = love.math.random(1, gridXCount),
                y = love.math.random(1, gridYCount),
            }
        else
            table.remove(snakeSegments)
        end
    end
end

Simplifying code

The code for setting the food to a random position is reused, so a function is made.

Full code at this point

function love.load()
    -- etc.

    function moveFood()
        foodPosition = {
            x = love.math.random(1, gridXCount),
            y = love.math.random(1, gridYCount),
        }
    end

    moveFood()
end

function love.update(dt)
        -- etc.

        if snakeSegments[1].x == foodPosition.x
        and snakeSegments[1].y == foodPosition.y then
            moveFood()
        else
            table.remove(snakeSegments)
        end
    end
end

Moving food to free positions

Instead of moving the food to any random position, it is moved to a position not occupied by the snake.

All of the positions of the grid are looped through, and for each grid position all of the segments of the snake are looped through, and if no segments of the snake are at the same position as the grid position, then the grid position is added to a table of possible food positions. The next food position is selected randomly from this table.

Full code at this point

function love.load()
    -- etc.

    function moveFood()
        local possibleFoodPositions = {}

        for foodX = 1, gridXCount do
            for foodY = 1, gridYCount do
                local possible = true

                for segmentIndex, segment in ipairs(snakeSegments) do
                    if foodX == segment.x and foodY == segment.y then
                        possible = false
                    end
                end

                if possible then
                    table.insert(possibleFoodPositions, {x = foodX, y = foodY})
                end
            end
        end

        foodPosition = possibleFoodPositions[
            love.math.random(#possibleFoodPositions)
        ]
    end

    moveFood()
end

Game over

The snake's segments are looped through, and if any of them except for the last one is at the same position as the snake's new head position, then the snake has crashed into itself.

The last segment is not checked because it will be removed within the same tick.

For now, love.load is called to reset the game when the snake crashes into itself.

Full code at this point

function love.update(dt)
    if timer >= 0.15 then
        -- etc.

        local canMove = true

        for segmentIndex, segment in ipairs(snakeSegments) do
            if segmentIndex ~= #snakeSegments
            and nextXPosition == segment.x
            and nextYPosition == segment.y then
                canMove = false
            end
        end

        if canMove then
            table.insert(snakeSegments, 1, {
                x = nextXPosition, y = nextYPosition
            })

            if snakeSegments[1].x == foodPosition.x and snakeSegments[1].y == foodPosition.y then
                moveFood()
            else
                table.remove(snakeSegments)
            end
        else
            love.load()
        end
    end
end

Pausing after the snake has crashed

A variable is used to store whether or not the snake is alive, and it is set to false when the snake has crashed.

If the snake is dead, then the timer waits for 2 seconds before calling love.load.

Full code at this point

function love.load()
    -- etc.

    snakeAlive = true
end

function love.update(dt)
    timer = timer + dt

    if snakeAlive then
        if timer >= 0.15 then
            -- etc.

            if canMove then
                -- etc.
            else
                snakeAlive = false
            end
        end
    elseif timer >= 2 then
        love.load()
    end
end

Changing the snake's color when it is dead

The snake's color is changed based on whether it is alive or not.

Full code at this point

function love.draw()
    -- etc.

    for segmentIndex, segment in ipairs(snakeSegments) do
        if snakeAlive then
            love.graphics.setColor(.6, 1, .32)
        else
            love.graphics.setColor(.5, .5, .5)
        end
        drawCell(segment.x, segment.y)
    end

    -- etc.
end

Resetting the game

When the game is over, only some variables need to be reset, so a function is made.

Full code at this point

function love.load()
    gridXCount = 20
    gridYCount = 15

    function moveFood()
        -- etc.
    end

    function reset()
        snakeSegments = {
            {x = 3, y = 1},
            {x = 2, y = 1},
            {x = 1, y = 1},
        }
        directionQueue = {'right'}
        snakeAlive = true
        timer = 0
        moveFood()
    end

    reset()
end

function love.update(dt)
    -- etc.

    elseif timer >= 2 then
        reset()
    end
end