arcade | Easy to use Python library for creating 2D arcade games | Game Engine library
kandi X-RAY | arcade Summary
kandi X-RAY | arcade Summary
Easy to use Python library for creating 2D arcade games.
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Top functions reviewed by kandi - BETA
- 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
arcade Key Features
arcade Examples and Code Snippets
library(dplyr)
library(ggplot2)
library(arcadefont)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Full text of the instructions screen
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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
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
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
# 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",
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"
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,
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
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
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
Trending Discussions on arcade
QUESTION
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
andColumns
are provided, the UniformGrid will create a square layout based on the total number of visible items. If a fixed size is provided forRows
andColumns
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 12:09First 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.
QUESTION
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 19:29I 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:
QUESTION
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 11:17One 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:
QUESTION
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 20:43Exactly, you move (overwrite) the draw method into the FlyingObject
and you pass the argument img:
QUESTION
Here is the example code from phaser3 tutorial.
...ANSWER
Answered 2022-Mar-17 at 19:44In 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.
QUESTION
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 08:16Refactor the GrapplingHook
constructor to accept the player too
In Spawner.ts
QUESTION
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 11:18Out-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:
QUESTION
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 13:55Part 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)
QUESTION
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 13:01The problem is this line:
QUESTION
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 16:03There 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
withplayer
- simple solution replace all
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 definitionthis.plugins.get('rexquestplugin')
.
- simple solution move the
The variable
Connor
is not defined- simple solution add
var Connor;
to your code
- simple solution add
Here you can see this changes implemented:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install arcade
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.
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