arcade | Easy to use Python library for creating 2D arcade games | Game Engine library

 by   pythonarcade Python Version: 3.0.0.dev29 License: Non-SPDX

kandi X-RAY | arcade Summary

kandi X-RAY | arcade Summary

arcade is a Python library typically used in Gaming, Game Engine, Pygame applications. arcade has no bugs, it has no vulnerabilities and it has high support. However arcade build file is not available and it has a Non-SPDX License. You can install using 'pip install arcade' or download it from GitHub, PyPI.

Easy to use Python library for creating 2D arcade games.
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    Quality
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            kandi-support Support

              arcade has a highly active ecosystem.
              It has 1472 star(s) with 287 fork(s). There are 56 watchers for this library.
              There were 2 major release(s) in the last 6 months.
              There are 97 open issues and 925 have been closed. On average issues are closed in 100 days. There are 15 open pull requests and 0 closed requests.
              OutlinedDot
              It has a negative sentiment in the developer community.
              The latest version of arcade is 3.0.0.dev29

            kandi-Quality Quality

              arcade has 0 bugs and 0 code smells.

            kandi-Security Security

              arcade has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              arcade code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              arcade has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              arcade releases are not available. You will need to build from source code and install.
              Deployable package is available in PyPI.
              arcade has no build file. You will be need to create the build yourself to build the component from source.
              It has 45247 lines of code, 3581 functions and 418 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed arcade and discovered the below as its top functions. This is intended to give you an instant insight into arcade implemented functionality, and help decide if they suit your requirements.
            • Draws text at start_y .
            • Create a sprite from a tile .
            • Rotate a sprite .
            • Add a sprite .
            • Create a PIL image .
            • Create a cube .
            • Calculate hit box points .
            • Calculate the hit box points .
            • Process a directory .
            • Make a skyline
            Get all kandi verified functions for this library.

            arcade Key Features

            No Key Features are available at this moment for arcade.

            arcade Examples and Code Snippets

            copy iconCopy
            library(dplyr)
            library(ggplot2)
            library(arcadefont)
            
            #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            # Full text of the instructions screen
            #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
              
            Arcade-CS-Games-2015,Exemple multiplayer
            Pythondot img2Lines of Code : 34dot img2no licencesLicense : No License
            copy iconCopy
            import pygame
            from pygame.locals import *
            import multiplayer
            from input_map import *
            
            class MTest(multiplayer.Minigame):
                name = "Multiplayer Test"
            
                def init(self):
                    self.results = [False, False]
            
                def tick(self):
                    for event i  
            Pang Game (World) - Arcade Clone / WIP,Stages
            C#dot img3Lines of Code : 33dot img3License : Permissive (MIT)
            copy iconCopy
              1
                * BG Display
                * OBJ (Sprites) 
                
              2
                * BG Display
                * OBJ (Sprites) 
                * BG Tile
                  * Blocks Fade Out
                
              3
                * BG Display
                * OBJ (Sprites)
                * BG Tile
                  * Blocks { Fade Out | Statics }
            
              4
                * BG Display
                 
            How to code a menu bar across your Pygame project
            Pythondot img4Lines of Code : 43dot img4License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            import tkinter as tk
            from tkinter import ttk
            
                
            root = tk.Tk()
            root.geometry("400x400")
            root.resizable(False, False)
            root.title("Sample")
            
            menu = tk.Menu(root)
            root.config(menu=menu)
            
            file_menu = tk.Menu(menu, tearoff=0)
            menu.add_cascad
            is there a way to put Tkinter menu to final project?
            Pythondot img5Lines of Code : 26dot img5License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            # test.py
            from tkinter import Frame,Label
            def a(root):
                a=Frame(root)
                b=Label(a,text="Hello!")
                b.pack()
                a.pack()
                return a
            
            import tkinter as tk
            a1=tk.Tk()
            mb=  Menubutton ( a1, text="condiments", 
            How to use inheritance for this function
            Pythondot img6Lines of Code : 9dot img6License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            def draw(self, img):
            
            def draw(self): # in FlyingObject
                img = self.img
            
            def __init__(self, ship_angle, ship_x, ship_y, img):
                super().__init__()
                self.img = "images/laser.png"
            
            Python Bounce Ball Game in functional programming
            Pythondot img7Lines of Code : 132dot img7License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            from tkinter import *
            import time
            
            def startgame(event):
                score.configure(text="score:00")
                canvas.delete("all")
                canvas_width = canvas.winfo_width()
                canvas_height = canvas.winfo_height()
                global pole,pa, ba,bb,bottom_hit, 
            Reading text from user in Python Arcade library
            Pythondot img8Lines of Code : 17dot img8License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            import arcade
            
            class Game(arcade.Window):
                def __init__(self):
                    super().__init__(400, 300)
                    self.text = ''
            
                def on_draw(self):
                    arcade.start_render()
                    arcade.draw_text(self.text, 200, 150, arcade.color.GR
            Reading text from user in Python Arcade library
            Pythondot img9Lines of Code : 72dot img9License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            import arcade
            import arcade.gui as gui
            
            # --- Method 1 for handling click events,
            # Create a child class.
            class QuitButton(arcade.gui.UIFlatButton):
                def on_click(self, event: arcade.gui.UIOnClickEvent):
                    arcade.exit()
            
            class MyW
            Circle appears as a Triangle in Arcade python library
            Pythondot img10Lines of Code : 4dot img10License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            arcade.draw_circle_filled(x, y, radius, arcade.color.YELLOW, 0, 100)
            
            arcade.draw_circle_filled(x, y, radius, arcade.color.YELLOW, 0, int(2.0 * math.pi * radius / 3.0))
            

            Community Discussions

            QUESTION

            Rows Property of UniformGrid
            Asked 2022-Apr-01 at 12:13

            I am new to WPF and trying to understand how to use a UniformGrid: https://docs.microsoft.com/en-us/windows/communitytoolkit/controls/uniformgrid

            If no value for Rows and Columns are provided, the UniformGrid will create a square layout based on the total number of visible items. If a fixed size is provided for Rows and Columns then additional children that can't fit in the number of cells provided won't be displayed.

            Based on this text, I thought if I bind a collection of 10 items to a uniform grid and specify 1 row and 3 columns then it would only show 3 items and the other 7 would be cut off.

            However, I have built a sample application and with 1 row, 3 columns, and 10 items in my collection, I am getting 4 rows displayed. Here is my sample application:

            ...

            ANSWER

            Answered 2022-Apr-01 at 12:09

            First of all, you are refering to the wrong documentation, yours is for UWP, not WPF.

            The behavior should be the same, but it is not explicitly stated in the referenced documentation for WPF. However, there seems to be an issue that stems from setting VerticalAlignment to Center and is not related to the ItemsControl, it will be the same for an isolated UniformGrid.

            Whenever the UniformGrid contains more than the maximum number of items it can display (Rows x Columns) and the VerticalAlignment is set to any other value than the default Stretch, all of the items are displayed regardless of the number of rows, but respecting the number of columns.

            What you could do is remove the VerticalAlignment and try to compensate for it by aligning the ItemsControl in a way that it fits your original intent.

            Source https://stackoverflow.com/questions/71706077

            QUESTION

            How can I properly scale Phaser sprites?
            Asked 2022-Mar-31 at 19:29

            I have a couple problems with sprite scaling which seem to work fine for other people. So, this is my game:

            As you can see there are 2 big problems: the images are really pixelated and texture bleeding.

            This is my config:

            ...

            ANSWER

            Answered 2022-Mar-31 at 19:29

            I just tried it on a small demo project, I think the solution is just, to edit your game - config to this (check code below).

            Info: You added the correct properties, but only into the physics- Object. I belongs one level higher.

            Like this it should work:

            Source https://stackoverflow.com/questions/71550126

            QUESTION

            Integrate Phaser Game with React as component
            Asked 2022-Mar-31 at 11:17

            I'm new to React, I want to make a component for my phaser game to insert it into a react project.

            My Game component:

            ...

            ANSWER

            Answered 2022-Mar-31 at 11:17

            One solution would be to move the creation of the Phaser.Game Object, "game" into the method componentDidMount (link to the documentation). Because if new Phaser.Game is called, and the parent is not in the DOM, the canvas will be added, ignoring the parent.

            just add this method to the Game class:

            Source https://stackoverflow.com/questions/71458047

            QUESTION

            How to use inheritance for this function
            Asked 2022-Mar-19 at 20:43

            Hello I'm new in Python and this is my first post here! I am creating a small game using arcade library. One of the methods called draw is used to display the game images on the screen and it works fine. However, I'm reusing it in different files and repeating the same code so I'm trying to find a way to use inheritance. This is my parent class FlyingObject:

            ...

            ANSWER

            Answered 2022-Mar-19 at 20:43

            Exactly, you move (overwrite) the draw method into the FlyingObject and you pass the argument img:

            Source https://stackoverflow.com/questions/71541708

            QUESTION

            Moving the character a few tiles more seems to cause the whole scene (the physics world) to shake, why is that? How do I fix it?
            Asked 2022-Mar-17 at 19:44

            Here is the example code from phaser3 tutorial.

            ...

            ANSWER

            Answered 2022-Mar-17 at 19:44

            In line #126 you have a shake function this.cameras.main.shake(300); that makes the game window to shake with a duration of 300ms. To disable it, just comment it out or delete it.

            Source https://stackoverflow.com/questions/70562951

            QUESTION

            Phaser 3 How to Access and Affect Player in Collision between 2 Objects Not Involving Player
            Asked 2022-Mar-10 at 08:14

            I am trying to create a grappling hook in Phaser 3. I can successfully shoot the grappling hook at an upward angle away from the player. I need to get the player to move towards the grappling hook when the grappling hook reaches its destination. The problem is that I can't access the player object in my Spawner.ts file to move the player object. If I could access the player object I could set the velocity at the moment of collision between the grappling hook and the level.

            This is the relevant code in the Spawner.ts file:

            ...

            ANSWER

            Answered 2022-Jan-21 at 08:16

            Refactor the GrapplingHook constructor to accept the player too

            In Spawner.ts

            Source https://stackoverflow.com/questions/70794542

            QUESTION

            Phaser 3: Show Interactable area
            Asked 2022-Mar-01 at 11:18

            The game I'm creating doesn't require any physics, however you are able to interact when hovering over/clicking on the sprite by using sprite.setInteractive({cursor: "pointer"});, sprite.on('pointermove', function(activePointer) {...}); and similar.

            I ran into some issues with the interactive area and wanted to debug it by showing the "area" that is interactable. However I could only find ways to do that that are related to Arcade Physics. Is there any way to get something like a debug outline around my interactable area without Physics?

            ...

            ANSWER

            Answered 2022-Mar-01 at 11:18

            Out-Of-The-Box, without physics, I don't know any way, but one could get this function/feature with a small helper-function. (but maybe there is something, since phaser is a really extensive framework. But I also couldn't find anything).

            Something like this, could do the trick, and is reuseable:

            Source https://stackoverflow.com/questions/71266923

            QUESTION

            (Phaser 3 Arcade) Issue with collisions between 2 circular bodies
            Asked 2022-Feb-15 at 13:55

            I instantiate a bunch of extended Phaser.Physics.Arcade.Sprite that move around the screen. When they hit each others, everything works has expected with the basic arcade body.

            Although, It doesn't if I add "this.body.setCircle(200);" (or "this.setCircle(200);" btw, I'm not sure about the difference) in their constructor. Instead of smoothly deflecting on impact as I would have hoped, they stop immediately.

            Here's the code of my class:

            ...

            ANSWER

            Answered 2022-Feb-15 at 13:55

            Part one of your question
            If you extend from Phaser.Physics.Arcade.Sprite in the constructor you can do both, this.setCircle (link documentation) or this.body.setCircle (link documentation) should do the same thing.

            Part two of your question (look below for Update, solution)
            Why it doesn't work, is difficult to say, without seeing your code, but here is how I would diagnose the problem:

            • turn on the debug setting for physics (I assume the collision box is somehow offset)

            Source https://stackoverflow.com/questions/71035986

            QUESTION

            Phaser3 Scene switching error. How can i do?
            Asked 2022-Feb-15 at 13:01

            I have this error when I touch a wall to change scene:

            Cannot read properties of undefined (reading 'start')

            I tried several techniques but none worked, yet I have no other errors and my code is quite simple and I don't understand why it doesn't work... Here is my code:

            ...

            ANSWER

            Answered 2022-Feb-15 at 13:01

            The problem is this line:

            Source https://stackoverflow.com/questions/70932831

            QUESTION

            Phaser3 JS : I got an error with rexPlugin
            Asked 2022-Feb-14 at 16:06

            I have this error "Uncaught TypeError: Cannot read properties of undefined (reading '_currentQuest') main.js:67

            I tri to change my code but all time i already have this error...

            If someone help me that will be great. Idk what can i change in my code because i see tutorial and i write like the tuto / answer

            ...

            ANSWER

            Answered 2022-Feb-14 at 16:03

            There are several points to fix:

            • the is mixture of global variables and property, choose one an stick to it.

              • simple solution replace all this.player with player
            • define the player variable before starting the quest. (since the quest tries to access the player variable)

              • simple solution move the player definition ontop on the quest definition this.plugins.get('rexquestplugin').
            • The variable Connor is not defined

              • simple solution add var Connor; to your code

            Here you can see this changes implemented:

            Source https://stackoverflow.com/questions/71110449

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install arcade

            You can install using 'pip install arcade' or download it from GitHub, PyPI.
            You can use arcade like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

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            Install
          • PyPI

            pip install arcade

          • CLONE
          • HTTPS

            https://github.com/pythonarcade/arcade.git

          • CLI

            gh repo clone pythonarcade/arcade

          • sshUrl

            git@github.com:pythonarcade/arcade.git

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