Home >Backend Development >Python Tutorial >Building Something Thats Not a Todo App: An Online Multiplayer Snake Game
I recently stumbled upon a quote by tech influencer "the primeagen" I don't remember it exactly but as I remember it goes like this :
"If you're not failing at what you do, then you're not learning."
This got me thinking about my coding journey. I've become quite comfortable with building backends, to the point where even writing import express from 'express'; has become a chore.
Instead of going through the canon event of learning yet another JavaScript framework in order to build my millionth revolutionary todo app (because clearly, the world needs more of those), I decided to do something else. I'd been reading about the WebSocket protocol and found its ability to handle bidirectional asynchronous messages between server and client fascinating. I wanted to build something with it, but I needed a break from JavaScript.
After some consideration, I settled on a simple multiplayer 2D game. It would involve calculations (collision detection), data structures (linked lists, hashmaps), and player synchronization. A snake game seemed perfect, with a few simple rules:
Eating a fruit makes you grow and adds 1 to your score
Crashing into another player's body makes you shrink, resets your position randomly, and zeros your score
Head-to-head collisions cause both players to shrink, reset their positions, and zero their scores
All these calculations happen server-side to prevent players from tampering with the game logic. We'll use Python 3 with Pygame for graphics and the websockets library for handling asynchronous messages through asyncio.
Now, let's dive into the code that you may find it messy because remember the first rule of programming:
"If it works, don't touch it."
You’ve read enough of my yapping, let’s move on to the fun part: Coding. But if you want to skip the chatter and dive straight in, just head over to the GitHub repo.
If you want to contribute , feel free to open an issue or submit a pull request. Any improvements or bug fixes are welcome!
First, we define our data structures:
class Object : def __init__(self , x : float , y :float , width:int , height :int): #################################### # init object's size and postion # #################################### self.x = x self.y = y self.height = height self.width = width def render(self , screen , color) : pygame.draw.rect(screen ,color ,pygame.Rect(self.x , self.y , self.width , self.height)) class Player(Object) : def __init__(self, x: float, y: float, width: int, height: int): super().__init__(x, y, width, height) self.next = None self.prev = None self.tail = self self.direction = 'LEFT' self.length = 1 self.color = 'red' # move the Snake to a certain direction # the "changed" will be a way to tell either to continue in the same direction # or change the direction of the head to the new direction # it is used in the game def change_direction(self, keys): changed = False if self.direction in ['LEFT', 'RIGHT']: if keys[pygame.K_w] and self.direction != 'DOWN': self.direction = 'UP' changed = True elif keys[pygame.K_s] and self.direction != 'UP': self.direction = 'DOWN' changed = True elif self.direction in ['UP', 'DOWN']: if keys[pygame.K_a] and self.direction != 'RIGHT': self.direction = 'LEFT' changed = True elif keys[pygame.K_d] and self.direction != 'LEFT': self.direction = 'RIGHT' changed = True return changed # move the Snake to a certain direction with a certain speed def move(self, screen, dt): speed = 150 * dt if self.direction == 'UP': self.move_all(screen, 0, -speed) elif self.direction == 'DOWN': self.move_all(screen, 0, speed) elif self.direction == 'LEFT': self.move_all(screen, -speed, 0) elif self.direction == 'RIGHT': self.move_all(screen, speed, 0) def bound(self , screen) : if self.y < 0 : self.y = screen.get_height() if self.y > screen.get_height() : self.y = 0 if self.x < 0 : self.x = screen.get_width() if self.x > screen.get_width() : self.x = 0 def get_pos(self) : arr = [] current = self while current : arr.append([current.x , current.y]) current = current.next return arr # move the snake and its body to some coordinates def move_all(self, screen, dx, dy): # Store old positions old_positions = [] current = self while current: old_positions.append((current.x, current.y)) current = current.next # Move head self.x += dx self.y += dy self.bound(screen) # self.render(screen, self.color) # Move body current = self.next i = 0 while current: current.x, current.y = old_positions[i] current.bound(screen) # current.render(screen, self.color) current = current.next i += 1 def add(self ): new = Player(self.tail.x+self.tail.width+10 , self.tail.y ,self.tail.width , self.tail.height) new.prev = self.tail self.tail.next = new self.tail = new self.length +=1 def shrink(self , x , y): self.next = None self.tail = self self.length = 1 self.x = x self.y = y # used for the and the opponent player when # receiving its coordinates def setall(self , arr) : self.x = arr[0][0] self.y = arr[0][1] self.next = None self.tail = self current = self for i in range(1 , len(arr)) : x = arr[i][0] y = arr[i][1] new = Player(x ,y ,self.width , self.height) current.next = new self.tail = new current = current.next # render the whole snake on the screen # used for both the current player and the opponent def render_all(self, screen, color): current = self if self.next : self.render(screen,'white') current = self.next while current : current.render(screen , color) current = current.next
The Object class is a base class for game objects, while the Player class extends it with snake-specific functionality. The Player class includes methods for changing direction, moving, growing, shrinking, and rendering the snake.
Next, we have the game logic:
import pygame from objects import Player import websockets import asyncio import json uri = 'ws://localhost:8765' pygame.font.init() # Render the text on a transparent surface font = pygame.font.Font(None, 36) # playing the main theme (you should hear it) def play() : pygame.mixer.init() pygame.mixer.music.load('unknown.mp3') pygame.mixer.music.play() def stop(): if pygame.mixer.music.get_busy(): # Check if music is playing pygame.mixer.music.stop() # initialize players and the fruit def init(obj) : print(obj) player = Player(*obj['my'][0]) opp = Player(*obj['opp'][0] ) food = Food(*obj['food']) return (player , opp , food) async def main(): async with websockets.connect(uri) as ws: choice = int(input('1 to create a room \n2 to join a room\n>>>')) room_name = input('enter room name: ') await ws.send(json.dumps({ "choice" : choice , "room" : room_name })) ## waiting for the other player to connecet res = {} while True: res = await ws.recv() try: res = json.loads(res) break except Exception as e: pass player, opp, food = init(res) pygame.init() screen = pygame.display.set_mode((600, 400)) clock = pygame.time.Clock() running = True dt = 0 play() while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False screen.fill("black") my_pos = { 'pos': player.get_pos(), 'len': player.length } await ws.send(json.dumps(my_pos)) response = await ws.recv() response = json.loads(response) # Update food position pygame.draw.rect(screen ,'green' ,pygame.Rect(response['food'][0] ,response['food'][1] ,20, 20)) # Handle actions if response['act'] == 'grow': player.add() elif response['act'] == 'shrinkall': player.shrink(*response['my'][0][0:2]) opp.shrink(*response['opp'][0][0:2]) elif response['act'] == 'shrink': player.shrink(*response['my'][0][0:2]) # restarting the song each time you bump into the other player stop() play() else: opp.setall(response['opp']) # Render everything once per frame player.render_all(screen, 'red') opp.render_all(screen, 'blue') ## score ## x | y => x you , y opponent text = font.render(f'{response["my_score"]} | {response["other_score"]}', True, (255, 255, 255)) screen.blit(text, (0, 0)) pygame.display.flip() keys = pygame.key.get_pressed() changed = player.change_direction(keys) # keep moving in the same direction if it is not changed if not changed: player.move(screen, dt) dt = clock.tick(60) / 1000 pygame.quit() asyncio.run(main())
this will connect you the server and let you create and join a room , it will send an update of your position to the server and get the opponent's position and the fruit position and an act which will be an order to the player to either shrink or grow
Finally, the server code:
import asyncio import websockets import random import json def generate_food_position(min_x, max_x, min_y, max_y): x = random.randint(min_x, max_x) y = random.randint(min_y, max_y) return [x, y, 20, 20] rooms = {} def collide(a , b , width): return (abs(a[0] - b[0]) < width and abs(a[1] - b[1]) < width) # detecting possible collides : def collides(a , b , food ) : head_to_head = collide(a[0] , b[0] ,30) ; head_to_food = collide(a[0] , food ,25 ) head_to_body = False this_head = a[0] for part in b : if collide(this_head , part ,30) : head_to_body = True break return (head_to_head , head_to_body , head_to_food) # return response as (act ,opponents position(s) , my position(s) , the food and the scores) def formulate_response(id , oid , food , roomName) : this= rooms[roomName][id]['pos'] other= rooms[roomName][oid]['pos'] hh , hb , hf = collides(this ,other ,food) act = 'None' if hh : act = 'shrink' rooms[roomName][id]['pos'] = initPlayer() rooms[roomName][id]['score'] =0 # rooms[roomName][oid]['pos'] = initPlayer() # rooms[roomName][oid]['respawn'] = True elif hb : act = 'shrink' rooms[roomName][id]['pos'] = initPlayer() rooms[roomName][id]['score'] = 0 elif hf : act = 'grow' rooms[roomName]['food'] = generate_food_position(20, 580, 20, 380) rooms[roomName][id]['score']+=1 return { 'act' : act , 'opp' : rooms[roomName][oid]['pos'] , 'my' : rooms[roomName][id]['pos'] , 'food': rooms[roomName]['food'] , 'my_score' : rooms[roomName][id]['score'] , 'other_score' : rooms[roomName][oid]['score'] } def initPlayer(): return [[random.randint(30 , 600 ) , random.randint(30 , 400 ) , 30 , 30 ]] async def handler(websocket) : handshake = await websocket.recv() handshake = json.loads(handshake) roomName = handshake["room"] if handshake['choice'] == 1 : rooms[roomName] = {} rooms[roomName]['food'] =generate_food_position(30 ,570 ,30 ,370) rooms[roomName][websocket.id] = { 'socket' : websocket , 'pos' : initPlayer() , 'respawn' : False , 'score' :0 } if len(rooms[roomName]) >= 3 : await broadcast(rooms[roomName]) id = websocket.id while True : room = rooms[roomName] this_pos = await websocket.recv() ## synchrnisation issue with this ## after couple of times they collide head to head ## the cordinates shown on the screen aren't same ## as the server if room[id]['respawn']==True : rooms[roomName][id]['respawn'] = False # generate response : response = { 'act' : 'shrinkall', 'my' : room[id]['pos'] , 'opp' : get_other_pos(get_other_id(id ,room),room), 'food': room['food'] } await websocket.send(json.dumps(response)) else : # update player position this_pos = json.loads(this_pos) rooms[roomName][id]['pos'] = this_pos['pos'] rooms[roomName][id]['len'] = this_pos['len'] other_id = get_other_id(id , room) food = room['food'] response = formulate_response(id ,other_id ,food ,roomName) await websocket.send(json.dumps(response)) def get_other_id(id , room) : for thing in room.keys(): if thing != 'food' and thing != id : return thing def get_other_pos(id , room) : return room[id]['pos'] async def broadcast(room) : for thing in room.keys() : if thing!= 'food' : init = { 'my' : room[thing]['pos'] , 'opp' : room[get_opp(thing, room)]['pos'] , 'food': room['food'] } await room[thing]['socket'].send(json.dumps(init)) def get_opp(id , room) : for thing in room.keys() : if thing!= 'food' and thing != id: return thing async def main(): async with websockets.serve(handler , 'localhost' ,8765 ): await asyncio.Future() if __name__ == '__main__' : print('listenning ... ') asyncio.run(main())
it handles player movements, collisions, and interactions. It generates food, detects collisions, and synchronizes game state between players. The server also manages player connections and pushing game updates
And there you have it a multiplayer snake game that could be the next big thing in the world of gaming. Who knows, it might even make its way to the next big tech conference!
For now, why not take a spin and see what you can add? Check out the GitHub repo and make your mark on the next big thing in snake games.
Happy coding!
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