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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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Space Clutter! - A game prototype demonstrating grid formations, wave patterns, and MoveUntil actions

A full game under development, using Actions

Pattern Demo - Showcasing various movement patterns and formation arrangements

ArcadeActions extension library for Arcade 3.x

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Documentation here: Ask DeepWiki

🚀 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 arcadeactions 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!

Import Paths

By default, import from actions. If that conflicts with another dependency, use the compatibility package instead:

from arcadeactions import MoveUntil, Action
# or
import arcadeactions as actions

📚 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

🚀 Getting Started

🛠️ Installation

For Library Users:

# Basic installation for most games; adjust the commands below depending on your Python package manager. 
pip install arcade-actions

# With optional state machine support (platformers/character action games)
pip install arcade-actions[statemachine]

# With state machine diagram generation 
pip install arcade-actions[statemachine_diagrams]

For Contributors:

# Clone the repository
git clone https://github.com/bcorfman/arcade_actions.git
cd arcade_actions

# Install for development (includes all optional dependencies and dev tools)
make devinstall

# Run tests
make test

# Run linter
make lint

# Format code
make format

Quick Start by Game Type

Simple Arcade Games (no physics):

  1. Read the API Usage Guide to understand the framework
  2. Study working demos to see Actions in practice
  3. Start with simple helper functions (move_until, rotate_until)
  4. Build up to sequences for complex behaviors

Platformers / Physics Games:

  1. Install with state machine support: uv add arcade-actions[statemachine] (see Installation section above)
  2. Start with examples/pymunk_demo_platformer.py - reference implementation
  3. Study the patterns:
    • InputState with @dataclass
    • DUMB View / SMART State Machine architecture
    • Centralized physics in state machine
    • cycle_textures_until for animations
  4. Follow the architecture guide (see Decision Matrix below)

📖 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 (arcadeactions/base.py)

  • Action - Core action class with global management
  • Global management - Automatic action tracking and updates

Configuration (arcadeactions/config.py)

  • Configurable debug logging: Fine-grained, level-based diagnostics with per-Action filtering for focused output
  • Debug levels: Level 0 (off), Level 1 (summary counts), Level 2 (lifecycle events), Level 3+ (verbose per-frame details)
  • Action filtering: Observe specific action classes or all actions for targeted debugging
  • Environment variables: ARCADEACTIONS_DEBUG=2, ARCADEACTIONS_DEBUG_ALL=1, ARCADEACTIONS_DEBUG_INCLUDE=MoveUntil,CallbackUntil
  • Programmatic API: set_debug_options(level=2, include=["MoveUntil"]) or observe_actions(MoveUntil, CallbackUntil) in your app startup

Instant Action System (arcadeactions/instant.py)

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

Conditional Actions (arcadeactions/movement.py, arcadeactions/paths.py, arcadeactions/transforms.py, arcadeactions/effects.py, arcadeactions/callbacks.py, arcadeactions/parametric.py)

  • MoveUntil - Velocity-based movement until condition met (optional PyMunk physics integration)
  • FollowPathUntil - Follow Bezier curve paths with optional automatic sprite rotation (optional PyMunk physics steering with use_physics=True)
  • RotateUntil - Angular velocity rotation (optional PyMunk physics integration)
  • ScaleUntil - Scale velocity changes
  • FadeUntil - Alpha velocity changes
  • CycleTexturesUntil - Cycle through a list of textures at a specific frame rate with simulation time duration support
  • BlinkUntil - Toggle sprite visibility with optional enter/exit callbacks for collision management
  • CallbackUntil - Execute callback functions at specified intervals or every frame until condition is met
  • DelayUntil - Wait for condition to be met
  • TweenUntil - Direct property animation from start to end value
  • GlowUntil - Render full-screen Shadertoy effects with camera offset support
  • EmitParticlesUntil - Manage per-sprite particle emitters with anchor and rotation following

Composite Actions (arcadeactions/composite.py)

  • Sequential actions - Run actions one after another (use sequence())
  • Parallel actions - Run actions in parallel (use parallel())
  • Repeat actions - Repeat an action indefinitely (use repeat())

Boundary Handling (arcadeactions/movement.py)

  • MoveUntil with bounds - Built-in boundary detection with bounce/wrap behaviors using edge-based coordinates

Formation Management (arcadeactions/formation.py)

  • Formation functions - Grid, line, circle, diamond, V-formation, triangle, hexagonal grid, arc, concentric rings, cross, and arrow positioning
    • Zero-allocation support: pass sprites= to arrange existing sprites without allocating
    • Contract: exactly one of sprites or creation inputs (count or sprite_factory) is required
    • Grid rule: when sprites is provided, len(sprites) must equal rows * cols
    • See examples/formation_demo.py for a quick start

Movement Patterns (arcadeactions/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
  • See examples/pattern_demo.py for a quick start

State Machine Integration

ArcadeActions integrates seamlessly with the external python-statemachine library for complex state-driven game logic.

Complete Example: See examples/pymunk_demo_platformer.py for the reimagined Arcade 3.x implementation showing:

  • InputState with @dataclass
  • State machine with guard conditions and named events
  • Physics force application centralized in state machine
  • CycleTexturesUntil for walk/climb animations
  • Zero state flags - state machine as single source of truth

Additional Reference: The AmazonWarriors and Laser Gates projects demonstrate more complete and advanced patterns.

♻️ Zero-Allocation Gameplay (experimental)

ArcadeActions now provides an optional zero-allocation workflow to eliminate per-wave sprite creation.

  1. Use the new SpritePool (in arcadeactions.pools) to pre-allocate sprites once at boot:
from arcadeactions.pools import SpritePool
from arcadeactions import arrange_grid
import arcade

def make_block():
    return arcade.Sprite(":resources:images/items/star.png", scale=0.8)

pool = SpritePool(make_block, max_size=300)
blocks = pool.acquire(150)                                    # borrow invisible sprites
arrange_grid(rows=30, cols=5, sprites=blocks, start_x=0, start_y=0)  # position only
pool.assign(blocks)                                           # return to pool (hidden & neutral)
  1. During gameplay, acquire → arrange → release without allocating:
shield = pool.acquire(width * 30)
arrange_grid(rows=30, cols=width, sprites=shield, start_x=WINDOW+50, start_y=TUNNEL_H)
# ... gameplay ...
pool.release(shield)

SpritePool API:

  • acquire(n) -> list[Sprite] — borrow invisible, un-positioned sprites
  • release(iterable[Sprite]) — return sprites to the pool (hidden, detached, reset)
  • assign(iterable[Sprite]) — load externally-created sprites into the pool once

Arrange functions contract:

  • Provide exactly one of sprites or creation inputs (count/sprite_factory)
  • When using sprites with arrange_grid, len(sprites) == rows * cols is required

Easing Effects (arcadeactions/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

Optional Physics Integration (arcadeactions/physics_adapter.py)

  • PyMunk Physics Support - Optional integration with arcade.PymunkPhysicsEngine for physics-driven movement
  • Zero API Changes - Existing code works unchanged; physics is opt-in via Action.update_all(dt, physics_engine=engine)
  • Automatic Kinematic Sync - NEW: Kinematic bodies automatically synced (eliminates manual set_velocity() loops)
  • Automatic Routing - MoveUntil and RotateUntil automatically use physics when engine is provided
  • Physics-Based Path Following - FollowPathUntil with use_physics=True uses steering impulses for natural physics interaction
  • Fallback Behavior - Actions work normally without a physics engine (direct sprite attribute manipulation)
  • Complete Example - See examples/pymunk_demo_platformer.py for state machine + physics + actions integration
  • See the API Usage Guide for detailed examples

Development Visualizer (arcadeactions/dev/) - NEW

ArcadeActions includes a comprehensive development visualizer for rapid prototyping and scene editing.

Sprite Prototype Registry:

  • Register sprite "prefabs" with decorator-based factories
  • Drag-and-drop spawning from palette into scene
  • Automatic prototype ID tracking for serialization
from arcadeactions.dev import register_prototype, DevContext

@register_prototype("enemy_ship")
def make_enemy_ship(ctx):
    ship = arcade.Sprite("res/enemy.png", scale=0.5)
    ship._prototype_id = "enemy_ship"
    return ship

Palette Sidebar & Selection:

  • Visual palette showing all registered prototypes
  • Drag prototypes from palette to spawn at cursor position
  • Multi-selection: click-to-select, shift-click to add, click-drag marquee for box selection
  • Visual outline indicators for selected sprites

Preset Action Library:

  • Register composable action presets with default parameters
  • Parameter editing sidebar for customizing presets
  • Bulk attach presets to multiple selected sprites at once
  • Actions stored as metadata in edit mode (not running) for safe editing
from arcadeactions.dev import register_preset
from arcadeactions.conditional import infinite

@register_preset("scroll_left_cleanup", category="Movement", params={"speed": 4})
def preset_scroll_left_cleanup(ctx, speed):
    from arcadeactions.helpers import move_until
    return move_until(
        None,
        velocity=(-speed, 0),
        condition=infinite,
        bounds=(OFFSCREEN_LEFT, 0, SCREEN_RIGHT, SCREEN_HEIGHT),
        boundary_behavior="limit",
    )

Boundary Gizmos:

  • Visual editor for MoveUntil action bounds
  • Draggable corner handles to adjust boundary rectangles in real-time
  • Semi-transparent overlay showing current bounds
  • Updates action bounds via set_bounds() method

YAML Template Export/Import:

  • Export entire scenes to YAML with sprite positions and action configurations
  • Import scenes back into visualizer for round-trip editing
  • Symbolic bound expressions (e.g., OFFSCREEN_LEFT, SCREEN_RIGHT) for readability
  • Flat list schema: prototype, position, group, and action presets
from arcadeactions.dev import export_template, load_scene_template, DevContext

# Export scene
export_template(scene_sprites, "wave1.yaml", prompt_user=False)

# Import scene (clears and rebuilds)
ctx = DevContext(scene_sprites=scene_sprites)
load_scene_template("wave1.yaml", ctx)

Code Sync (Reverse Sync):

  • Automatic source code updates from visual edits
  • Updates position assignments (e.g., sprite.left = X, sprite.center_x = Y)
  • Updates arrange_grid() call parameters and per-cell overrides
  • Preserves formatting and comments using libcst
  • Creates backup files before changes
from arcadeactions.dev.position_tag import positioned

@positioned("forcefield")
def make_forcefield():
    sprite = arcade.Sprite(":resources:images/tiles/grassCenter.png")
    sprite.left = 100
    sprite.top = 200
    return sprite

# After visual editing, export_sprites() automatically updates source code
dev_viz.export_sprites()  # Updates source file with new positions

Arrange Grid Overrides Panel:

  • Edit per-cell position overrides in arrange_grid() calls (Press F8)
  • Fine-tune individual sprite positions within grid formations
  • Keyboard shortcuts for navigation and editing
  • Undo support for override edits

Edit Mode vs Runtime:

  • Edit Mode: Sprites are static, actions stored as metadata (_action_configs), no action.apply() calls
  • Allows safe selection, positioning, and parameter editing without movement
  • Actions only instantiated when exporting to runtime or previewing
  • Round-trip workflow: export → modify → reimport → re-export

Integration: All DevVisualizer components are standalone and composable. Use PaletteSidebar for spawning, SelectionManager for selection, ActionPresetRegistry for presets, BoundaryGizmo for bounds editing, OverridesPanel for grid overrides, and templates module for persistence.

See .cursor/rules/project.mdc for detailed DevVisualizer architecture and usage patterns.

📋 Decision Matrix: When to Use What

Basic Actions & Composition

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, ...)
Visibility blinking blink_until helper blink_until(sprite, seconds_until_change=0.25, ...)
Periodic callbacks callback_until helper callback_until(sprite, callback=fn, condition=cond, seconds_between_calls=0.1)
Shader/particle effects callback_until for temporal control callback_until(sprite, lambda: emitter.update(), condition=cond)
Boundary detection move_until with bounds move_until(sprite, bounds=b, boundary_behavior="bounce")
Smooth acceleration ease() helper ease(sprite, action, frames=seconds_to_frames(2.0))
Property animation tween_until helper tween_until(sprite, 0, 100, "center_x", ...)
Visual scene editing DevVisualizer Palette spawning, multi-selection, preset library, boundary gizmos
Scene persistence DevVisualizer YAML Export/import scenes with round-trip editing support
Code sync DevVisualizer + position tags Automatic source code updates from visual edits
Grid overrides DevVisualizer Overrides Panel Per-cell position editing for arrange_grid formations (F8)

State Machine Integration

Scenario Use Example/Reference
Character animation states python-statemachine + cycle_textures_until See examples/pymunk_demo_platformer.py
Input handling @dataclass InputState Simple fields + computed properties
Physics + animation + input State machine with guards + centralized forces State machine calls physics.apply_force()
Walk/climb animations cycle_textures_until in enter callbacks Start in on_enter_walk, stop in on_exit_walk
Jump physics Physics in state enter callback on_enter_jump calls apply_impulse
Complex platformer mechanics State machine + physics callbacks pymunk_moved triggers state transitions

Physics Integration

Scenario Use Pattern
Kinematic moving platforms move_until + bounce + physics Automatic kinematic sync (no manual loop)
Player with physics forces State machine + apply_physics_forces() Centralize in state machine method
Dynamic sprites PyMunk with gravity Use PyMunk directly (masses, collisions)
Physics path following FollowPathUntil with use_physics=True Steering impulses for natural movement

Architecture Decision Guide

Your Game Type Recommended Stack Rationale
Simple arcade (Asteroids, Space Invaders) ArcadeActions alone sequence(), move_until, formations
Complex arcade python-statemachine + ArcadeActions See full game projects above
Complex arcade with physics python-statemachine + ArcadeActions + PyMunk See pymunk_demo_platformer.py
Cutscenes/tutorials sequence() + parallel() Complex multi-step choreography
Rapid prototyping DevVisualizer + ArcadeActions Visual scene editing, YAML templates, preset library

View Architecture Pattern

Component Responsibility Complexity
DUMB View (Window) Route input, call state machine events Simple: 2-3 lines per handler
SMART State Machine Guards, transitions, physics forces, animations Complex: all game logic
@dataclass InputState Hold input data, computed properties Simple: fields + properties
PlayerSprite Hold textures, forward to state machine Medium: setup + callbacks

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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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