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arcade-actions

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

0.4.1
pipPyPI
Maintainers
1

ArcadeActions extension library for Arcade 3.x

🚀 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!

📚 Documentation Overview

Essential Reading

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

🚀 Getting Started

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

📖 Documentation Structure

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

🔧 Core Components

✅ 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

📋 Decision Matrix

ScenarioUseExample
Simple sprite actionsHelper functionsmove_until(sprite, ..., tag="move")
Sprite group actionsHelper functions on SpriteListmove_until(enemies, ..., tag="formation")
Complex sequencesDirect classes + sequence()sequence(DelayUntil(...), MoveUntil(...))
Parallel behaviorsDirect classes + parallel()parallel(MoveUntil(...), RotateUntil(...))
Formation positioningFormation functionsarrange_grid(enemies, rows=3, cols=5)
Curved path movementfollow_path_until helperfollow_path_until(sprite, points, ...)
Boundary detectionmove_until with boundsmove_until(sprite, ..., bounds=bounds, boundary_behavior="bounce")
Smooth accelerationease() helperease(sprite, action, ...)
Complex curved movementease() + follow_path_untilease(sprite, follow_path_until(...), ...)
Property animationtween_until helpertween_until(sprite, 0, 100, "center_x", ...)
Standard sprites (no actions)arcade.Sprite + arcade.SpriteListRegular Arcade usage

🎮 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 5×10 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)

Keywords

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