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Space Clutter!, a game prototype demonstrating grid formations, wave patterns, and MoveUntil actions.


ArcadeActions extension library for Arcade 3.x

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πŸš€ Quick Appeal

So much of building an arcade game is a cluttered way of saying "animate this sprite until something happens", like colliding with another sprite, reaching a boundary, or an event response. Most of us manage this complexity in the game loop, using low-level movement of game objects and complex chains of if-statements. But what if you could write a concise command like "keep moving this sprite, wrap it the other side of the window if it hits a boundary, and raise an event when it collides with another sprite"?

import arcade
from actions import MoveUntil, Action

class AsteroidDemoView(arcade.View):
    def __init__(self):
        super().__init__()
        # Minimal, explicit setup
        self.player = arcade.Sprite(":resources:/images/space_shooter/playerShip1_green.png")
        self.player.center_x, self.player.center_y = 400, 100

        self.asteroids = arcade.SpriteList()
        # Position asteroids in a simple pattern with different velocities
        positions = [(200, 450), (400, 400), (600, 450)]
        velocities = [(3, -2), (-2, -3), (4, -1)]
        
        for (x, y), (vx, vy) in zip(positions, velocities):
            rock = arcade.Sprite(":resources:/images/space_shooter/meteorGrey_big1.png")
            rock.center_x, rock.center_y = x, y
            self.asteroids.append(rock)
            
            # Each asteroid moves independently with its own velocity
            MoveUntil(
                velocity=(vx, vy),
                condition=self.player_asteroid_collision,
                on_stop=self.on_player_collision,
                bounds=(-64, -64, 864, 664),
                boundary_behavior="wrap",
            ).apply(rock)

    def player_asteroid_collision(self):
        """Return data when player hits any asteroid; None to keep moving."""
        hits = arcade.check_for_collision_with_list(self.player, self.asteroids)
        return {"hits": hits} if hits else None

    def on_player_collision(self, data):
        """React to collision."""
        print(f"Game over! {len(data['hits'])} asteroid(s) hit the player.")
        # ... reset player / end round / etc. ...

    def on_update(self, dt):
        Action.update_all(dt)
        self.player.update()
        self.asteroids.update()

    def on_draw(self):
        self.clear()
        self.player.draw()
        self.asteroids.draw()

This example shows how animation actions can be logically separated from collision responses, making your code simple and appealing. If writing high-level game code appeals to you ... it's why you chose Python in the first place ... read on!

πŸ“š Documentation Overview

Essential Reading

  1. API Usage Guide - START HERE - Complete guide to using the framework
  2. Testing Guide - Testing patterns and best practices
  3. PRD - Project requirements and architecture decisions

πŸš€ Getting Started

  1. Read the API Usage Guide to understand the framework
  2. Study the working demos in the examples directory to understand the power of Actions
  3. Start with simple conditional actions and build up to complex compositions
  4. Use formation and pattern functions for organizing sprite positions and layouts

πŸ“– Documentation Structure

docs/
β”œβ”€β”€ README.md                # This file - overview and quick start
β”œβ”€β”€ api_usage_guide.md       # Complete API usage patterns (START HERE)
β”œβ”€β”€ testing_guide.md         # Testing patterns and fixtures
└── prd.md                   # Requirements and architecture

πŸ”§ Core Components

βœ… Implementation

Base Action System (actions/base.py)

  • Action - Core action class with global management
  • CompositeAction - Base for sequential and parallel actions
  • Global management - Automatic action tracking and updates
  • Composition helpers - sequence() and parallel() functions

Instant Action System (actions/instant.py)

  • MoveBy - Relative Sprite or SpriteList positioning
  • MoveTo - Absolute positioning

Conditional Actions (actions/conditional.py)

  • MoveUntil - Velocity-based movement until condition met
  • FollowPathUntil - Follow Bezier curve paths with optional automatic sprite rotation
  • RotateUntil - Angular velocity rotation
  • ScaleUntil - Scale velocity changes
  • FadeUntil - Alpha velocity changes
  • DelayUntil - Wait for condition to be met
  • TweenUntil - Direct property animation from start to end value

Composite Actions (actions/composite.py)

  • Sequential actions - Run actions one after another (use sequence())
  • Parallel actions - Run actions in parallel (use parallel())

Boundary Handling (actions/conditional.py)

  • MoveUntil with bounds - Built-in boundary detection with bounce/wrap behaviors

Formation Management (actions/formation.py)

  • Formation functions - Grid, line, circle, diamond, V-formation, triangle, hexagonal grid, arc, concentric rings, cross, and arrow positioning

Movement Patterns (actions/pattern.py)

  • Movement pattern functions - Zigzag, wave, spiral, figure-8, orbit, bounce, and patrol patterns
  • Condition helpers - Time-based and sprite count conditions for conditional actions

Easing Effects (actions/easing.py)

  • Ease wrapper - Apply smooth acceleration/deceleration curves to any conditional action
  • Multiple easing functions - Built-in ease_in, ease_out, ease_in_out support
  • Custom easing - Create specialized easing curves and nested easing effects

πŸ“‹ Decision Matrix

Scenario Use Example
Simple sprite actions Helper functions move_until(sprite, ..., tag="move")
Sprite group actions Helper functions on SpriteList move_until(enemies, ..., tag="formation")
Complex sequences Direct classes + sequence() sequence(DelayUntil(...), MoveUntil(...))
Parallel behaviors Direct classes + parallel() parallel(MoveUntil(...), RotateUntil(...))
Instant actions Position initialization in a sequence sequence(MoveBy(...), MoveUntil(...))
Formation positioning Formation functions arrange_grid(enemies, rows=3, cols=5)
Curved path movement follow_path_until helper follow_path_until(sprite, points, ...)
Boundary detection move_until with bounds move_until(sprite, ..., bounds=bounds, boundary_behavior="bounce")
Smooth acceleration ease() helper ease(sprite, action, ...)
Complex curved movement ease() + follow_path_until ease(sprite, follow_path_until(...), ...)
Property animation tween_until helper tween_until(sprite, 0, 100, "center_x", ...)
Standard sprites (no actions) arcade.Sprite + arcade.SpriteList Regular Arcade usage

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Extension library for Arcade 3.x, providing a high-level way to animate sprites with conditional actions.

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