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ArcadeActions extension library for Arcade 3.x

๐Ÿš€ 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 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" ... and have it be clear and concise?

import arcade
from actions import infinite, move_until, parallel

# assume player and asteroid are arcade.Sprites, and other_asteroids is a arcade.SpriteList
move_until(asteroid, velocity=(5, 4), condition=infinite, bounds=(-64, -64, 864, 664), boundary_behavior="wrap")

def asteroid_collision_check():
    player_hit = arcade.check_for_collision(player, asteroid)
    asteroid_hits = arcade.check_for_collision_with_list(asteroid, other_asteroids)

    if player_hit or asteroid_hits:
        return {
            "player_hit": player_hit,
            "asteroid_hits": asteroid_hits,
        }
    return None  # Continue moving

# The callback receives the collision data from the condition function
def handle_asteroid_collision(collision_data):
    if collision_data["player_hit"]:
        print("Player destroyed!")
    for asteroid in collision_data["asteroid_hits"]:
        print("Asteroid collisions!")

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!

๐Ÿ“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

๐Ÿš€ Getting Started

  1. Read the API Usage Guide to understand the framework
  2. Study the Slime Invaders example (remade for ArcadeActions) or the Stars example to understand the power of Actions
  3. Start with simple conditional actions and build up to complex compositions
  4. Use formation functions for organizing sprite positions and layouts

๐Ÿ“– Documentation Structure

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

๐Ÿ”ง Core Components

โœ… 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

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, and V-formation 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

๐Ÿ“‹ 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(...))
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

๐ŸŽฎ Example: Space Invaders Pattern

import arcade
from actions import Action, arrange_grid, duration, move_until


class SpaceInvadersGame(arcade.Window):
    def __init__(self):
        super().__init__(800, 600, "Space Invaders")

        # Create 5ร—10 grid of enemies with a single call
        enemies = arrange_grid(
            rows=5,
            cols=10,
            start_x=100,
            start_y=500,
            spacing_x=60,
            spacing_y=40,
            sprite_factory=lambda: arcade.Sprite(":resources:images/enemy.png"),
        )

        # Store enemies for movement management
        self.enemies = enemies
        self._setup_movement_pattern()

    def _setup_movement_pattern(self):
        # Create formation movement with boundary bouncing
        def on_boundary_hit(sprite, axis):
            if axis == "x":
                # Move entire formation down and change direction
                move_until(self.enemies, velocity=(0, -30), condition=duration(0.3))

        # Create continuous horizontal movement with boundary detection
        bounds = (50, 0, 750, 600)  # left, bottom, right, top
        move_until(
            self.enemies,
            velocity=(50, 0),
            condition=infinite,
            bounds=bounds,
            boundary_behavior="bounce",
            on_boundary=on_boundary_hit
        )

    def on_update(self, delta_time):
        # Single line handles all action updates
        Action.update_all(delta_time)

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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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