mini-arcade-core 0.3.1__tar.gz

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -0,0 +1,19 @@
1
+ Copyright (c) 2025 Santiago Rincón
2
+
3
+ Permission is hereby granted, free of charge, to any person obtaining a copy
4
+ of this software and associated documentation files (the "Software"), to deal
5
+ in the Software without restriction, including without limitation the rights
6
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7
+ copies of the Software, and to permit persons to whom the Software is
8
+ furnished to do so, subject to the following conditions:
9
+
10
+ The above copyright notice and this permission notice shall be included in all
11
+ copies or substantial portions of the Software.
12
+
13
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
19
+ SOFTWARE.
@@ -0,0 +1,287 @@
1
+ Metadata-Version: 2.4
2
+ Name: mini-arcade-core
3
+ Version: 0.3.1
4
+ Summary: Tiny scene-based game loop core for small arcade games.
5
+ License: Copyright (c) 2025 Santiago Rincón
6
+
7
+ Permission is hereby granted, free of charge, to any person obtaining a copy
8
+ of this software and associated documentation files (the "Software"), to deal
9
+ in the Software without restriction, including without limitation the rights
10
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
11
+ copies of the Software, and to permit persons to whom the Software is
12
+ furnished to do so, subject to the following conditions:
13
+
14
+ The above copyright notice and this permission notice shall be included in all
15
+ copies or substantial portions of the Software.
16
+
17
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
20
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23
+ SOFTWARE.
24
+ License-File: LICENSE
25
+ Author: Santiago Rincon
26
+ Author-email: rincores@gmail.com
27
+ Requires-Python: >=3.9,<3.12
28
+ Classifier: License :: Other/Proprietary License
29
+ Classifier: Programming Language :: Python :: 3
30
+ Classifier: Programming Language :: Python :: 3.9
31
+ Classifier: Programming Language :: Python :: 3.10
32
+ Classifier: Programming Language :: Python :: 3.11
33
+ Provides-Extra: dev
34
+ Requires-Dist: black (>=24.10,<25.0) ; extra == "dev"
35
+ Requires-Dist: isort (>=5.13,<6.0) ; extra == "dev"
36
+ Requires-Dist: mypy (>=1.5,<2.0) ; extra == "dev"
37
+ Requires-Dist: pylint (>=3.3,<4.0) ; extra == "dev"
38
+ Requires-Dist: pytest (>=8.3,<9.0) ; extra == "dev"
39
+ Requires-Dist: pytest-cov (>=6.0,<7.0) ; extra == "dev"
40
+ Description-Content-Type: text/markdown
41
+
42
+ # mini-arcade-core 🎮
43
+
44
+ Tiny Python game core for building simple scene-based arcade games
45
+ (Pong, Breakout, Space Invaders, etc.).
46
+
47
+ > Minimal, opinionated abstractions: **Game**, **Scene**, and **Entity** – nothing else.
48
+
49
+ ---
50
+
51
+ ## Features
52
+
53
+ - 🎯 **Tiny API surface**
54
+ - `GameConfig` – basic window & FPS configuration
55
+ - `Game` – abstract game core to plug your own backend (e.g. pygame)
56
+ - `Scene` – base class for screens/states (menus, gameplay, pause)
57
+ - `Entity` / `SpriteEntity` – simple game object primitives
58
+ - `run_game()` – convenience helper once a concrete `Game` backend is wired
59
+
60
+ - 🧩 **Backend-agnostic**
61
+ - The core doesn’t depend on any specific rendering/input library.
62
+ - You can build backends using `pygame`, `pyglet`, or something custom.
63
+
64
+ - 🕹️ **Perfect for small arcade projects**
65
+ - Pong, Breakout, Snake, Asteroids-likes, runners, flappy-likes, etc.
66
+ - Great for learning, experiments, and portfolio-friendly mini games.
67
+
68
+ ---
69
+
70
+ ## Installation
71
+
72
+ > **Note:** Adjust this once it’s on PyPI.
73
+
74
+ ```bash
75
+ # From a local checkout
76
+ pip install -e .
77
+ ```
78
+
79
+ Or, once published:
80
+
81
+ ```bash
82
+ pip install mini-arcade-core
83
+ ```
84
+
85
+ Requires Python 3.9–3.11.
86
+
87
+ ---
88
+
89
+ ## Core Concepts
90
+
91
+ ### ``GameConfig``
92
+
93
+ Basic configuration for your game:
94
+
95
+ ```python
96
+ from mini_arcade_core import GameConfig
97
+
98
+ config = GameConfig(
99
+ width=800,
100
+ height=600,
101
+ title="My Mini Arcade Game",
102
+ fps=60,
103
+ background_color=(0, 0, 0), # RGB
104
+ )
105
+ ```
106
+
107
+ ### ``Game``
108
+
109
+ Abstract base class that owns:
110
+
111
+ - the main loop
112
+ - the active ``Scene``
113
+ - high-level control like ``run()`` and ``change_scene()``
114
+
115
+ You subclass ``Game`` to plug in your rendering/input backend.
116
+
117
+ ### ``Scene``
118
+
119
+ Represents one state of your game (menu, gameplay, pause, etc.):
120
+
121
+ ```python
122
+ from mini_arcade_core import Scene, Game
123
+
124
+ class MyScene(Scene):
125
+ def on_enter(self) -> None:
126
+ print("Scene entered")
127
+
128
+ def on_exit(self) -> None:
129
+ print("Scene exited")
130
+
131
+ def handle_event(self, event: object) -> None:
132
+ # Handle input / events from your backend
133
+ pass
134
+
135
+ def update(self, dt: float) -> None:
136
+ # Game logic
137
+ pass
138
+
139
+ def draw(self, surface: object) -> None:
140
+ # Rendering via your backend
141
+ pass
142
+ ```
143
+
144
+ ### ``Entity`` & ``SpriteEntity``
145
+
146
+ Lightweight game object primitives:
147
+
148
+ ```python
149
+ from mini_arcade_core import Entity, SpriteEntity
150
+
151
+ class Ball(Entity):
152
+ def __init__(self) -> None:
153
+ self.x = 100.0
154
+ self.y = 100.0
155
+ self.vx = 200.0
156
+ self.vy = 150.0
157
+
158
+ def update(self, dt: float) -> None:
159
+ self.x += self.vx * dt
160
+ self.y += self.vy * dt
161
+
162
+ def draw(self, surface: object) -> None:
163
+ # Use your backend to draw the ball on `surface`
164
+ pass
165
+
166
+ paddle = SpriteEntity(x=50.0, y=300.0, width=80, height=16)
167
+ ```
168
+
169
+ ---
170
+
171
+ ### Example: Minimal pygame Backend
172
+
173
+ ``mini-arcade-core`` doesn’t force any backend.
174
+ Here’s a minimal example using pygame as a backend:
175
+
176
+ ```python
177
+ # example_pygame_game.py
178
+
179
+ import pygame
180
+ from mini_arcade_core import Game, GameConfig, Scene
181
+
182
+
183
+ class PygameGame(Game):
184
+ def __init__(self, config: GameConfig) -> None:
185
+ super().__init__(config)
186
+ pygame.init()
187
+ self._screen = pygame.display.set_mode(
188
+ (config.width, config.height)
189
+ )
190
+ pygame.display.set_caption(config.title)
191
+ self._clock = pygame.time.Clock()
192
+
193
+ def change_scene(self, scene: Scene) -> None:
194
+ if self._current_scene is not None:
195
+ self._current_scene.on_exit()
196
+ self._current_scene = scene
197
+ self._current_scene.on_enter()
198
+
199
+ def run(self, initial_scene: Scene) -> None:
200
+ self.change_scene(initial_scene)
201
+ self._running = True
202
+
203
+ while self._running:
204
+ dt = self._clock.tick(self.config.fps) / 1000.0
205
+
206
+ for event in pygame.event.get():
207
+ if event.type == pygame.QUIT:
208
+ self._running = False
209
+ elif self._current_scene is not None:
210
+ self._current_scene.handle_event(event)
211
+
212
+ if self._current_scene is not None:
213
+ self._current_scene.update(dt)
214
+ self._screen.fill(self.config.background_color)
215
+ self._current_scene.draw(self._screen)
216
+ pygame.display.flip()
217
+
218
+ pygame.quit()
219
+
220
+
221
+ class PongScene(Scene):
222
+ def __init__(self, game: Game) -> None:
223
+ super().__init__(game)
224
+ self.x = 100.0
225
+ self.y = 100.0
226
+ self.vx = 200.0
227
+ self.vy = 150.0
228
+ self.radius = 10
229
+
230
+ def on_enter(self) -> None:
231
+ print("Pong started")
232
+
233
+ def on_exit(self) -> None:
234
+ print("Pong finished")
235
+
236
+ def handle_event(self, event: object) -> None:
237
+ # no input yet
238
+ pass
239
+
240
+ def update(self, dt: float) -> None:
241
+ self.x += self.vx * dt
242
+ self.y += self.vy * dt
243
+
244
+ width = self.game.config.width
245
+ height = self.game.config.height
246
+
247
+ if self.x < self.radius or self.x > width - self.radius:
248
+ self.vx *= -1
249
+ if self.y < self.radius or self.y > height - self.radius:
250
+ self.vy *= -1
251
+
252
+ def draw(self, surface: pygame.Surface) -> None: # type: ignore[override]
253
+ pygame.draw.circle(
254
+ surface, (255, 255, 255), (int(self.x), int(self.y)), self.radius
255
+ )
256
+
257
+
258
+ if __name__ == "__main__":
259
+ cfg = GameConfig(width=640, height=360, title="Mini Arcade - Pong")
260
+ game = PygameGame(cfg)
261
+ scene = PongScene(game)
262
+ game.run(scene)
263
+ ```
264
+
265
+ Once you have a shared backend like PygameGame in its own package (or inside your game repo), you can also wire run_game() to use it instead of the abstract Game.
266
+
267
+ ---
268
+
269
+ ## Testing
270
+
271
+ This project uses pytest for tests.
272
+
273
+ ```bash
274
+ pip install -e ".[dev]"
275
+ pytest
276
+ ```
277
+
278
+ ### Roadmap
279
+
280
+ [ ] First concrete backend (e.g. ``mini-arcade-pygame``)
281
+ [ ] Example games: Pong, Breakout, Snake, Asteroids-lite, Endless Runner
282
+ [ ] Packaging the example games as separate repos using this core
283
+
284
+ ## License
285
+
286
+ ![License: MIT License](https://img.shields.io/badge/License-mit-blue.svg) — feel free to use this as a learning tool, or as a base for your own mini arcade projects.
287
+
@@ -0,0 +1,245 @@
1
+ # mini-arcade-core 🎮
2
+
3
+ Tiny Python game core for building simple scene-based arcade games
4
+ (Pong, Breakout, Space Invaders, etc.).
5
+
6
+ > Minimal, opinionated abstractions: **Game**, **Scene**, and **Entity** – nothing else.
7
+
8
+ ---
9
+
10
+ ## Features
11
+
12
+ - 🎯 **Tiny API surface**
13
+ - `GameConfig` – basic window & FPS configuration
14
+ - `Game` – abstract game core to plug your own backend (e.g. pygame)
15
+ - `Scene` – base class for screens/states (menus, gameplay, pause)
16
+ - `Entity` / `SpriteEntity` – simple game object primitives
17
+ - `run_game()` – convenience helper once a concrete `Game` backend is wired
18
+
19
+ - 🧩 **Backend-agnostic**
20
+ - The core doesn’t depend on any specific rendering/input library.
21
+ - You can build backends using `pygame`, `pyglet`, or something custom.
22
+
23
+ - 🕹️ **Perfect for small arcade projects**
24
+ - Pong, Breakout, Snake, Asteroids-likes, runners, flappy-likes, etc.
25
+ - Great for learning, experiments, and portfolio-friendly mini games.
26
+
27
+ ---
28
+
29
+ ## Installation
30
+
31
+ > **Note:** Adjust this once it’s on PyPI.
32
+
33
+ ```bash
34
+ # From a local checkout
35
+ pip install -e .
36
+ ```
37
+
38
+ Or, once published:
39
+
40
+ ```bash
41
+ pip install mini-arcade-core
42
+ ```
43
+
44
+ Requires Python 3.9–3.11.
45
+
46
+ ---
47
+
48
+ ## Core Concepts
49
+
50
+ ### ``GameConfig``
51
+
52
+ Basic configuration for your game:
53
+
54
+ ```python
55
+ from mini_arcade_core import GameConfig
56
+
57
+ config = GameConfig(
58
+ width=800,
59
+ height=600,
60
+ title="My Mini Arcade Game",
61
+ fps=60,
62
+ background_color=(0, 0, 0), # RGB
63
+ )
64
+ ```
65
+
66
+ ### ``Game``
67
+
68
+ Abstract base class that owns:
69
+
70
+ - the main loop
71
+ - the active ``Scene``
72
+ - high-level control like ``run()`` and ``change_scene()``
73
+
74
+ You subclass ``Game`` to plug in your rendering/input backend.
75
+
76
+ ### ``Scene``
77
+
78
+ Represents one state of your game (menu, gameplay, pause, etc.):
79
+
80
+ ```python
81
+ from mini_arcade_core import Scene, Game
82
+
83
+ class MyScene(Scene):
84
+ def on_enter(self) -> None:
85
+ print("Scene entered")
86
+
87
+ def on_exit(self) -> None:
88
+ print("Scene exited")
89
+
90
+ def handle_event(self, event: object) -> None:
91
+ # Handle input / events from your backend
92
+ pass
93
+
94
+ def update(self, dt: float) -> None:
95
+ # Game logic
96
+ pass
97
+
98
+ def draw(self, surface: object) -> None:
99
+ # Rendering via your backend
100
+ pass
101
+ ```
102
+
103
+ ### ``Entity`` & ``SpriteEntity``
104
+
105
+ Lightweight game object primitives:
106
+
107
+ ```python
108
+ from mini_arcade_core import Entity, SpriteEntity
109
+
110
+ class Ball(Entity):
111
+ def __init__(self) -> None:
112
+ self.x = 100.0
113
+ self.y = 100.0
114
+ self.vx = 200.0
115
+ self.vy = 150.0
116
+
117
+ def update(self, dt: float) -> None:
118
+ self.x += self.vx * dt
119
+ self.y += self.vy * dt
120
+
121
+ def draw(self, surface: object) -> None:
122
+ # Use your backend to draw the ball on `surface`
123
+ pass
124
+
125
+ paddle = SpriteEntity(x=50.0, y=300.0, width=80, height=16)
126
+ ```
127
+
128
+ ---
129
+
130
+ ### Example: Minimal pygame Backend
131
+
132
+ ``mini-arcade-core`` doesn’t force any backend.
133
+ Here’s a minimal example using pygame as a backend:
134
+
135
+ ```python
136
+ # example_pygame_game.py
137
+
138
+ import pygame
139
+ from mini_arcade_core import Game, GameConfig, Scene
140
+
141
+
142
+ class PygameGame(Game):
143
+ def __init__(self, config: GameConfig) -> None:
144
+ super().__init__(config)
145
+ pygame.init()
146
+ self._screen = pygame.display.set_mode(
147
+ (config.width, config.height)
148
+ )
149
+ pygame.display.set_caption(config.title)
150
+ self._clock = pygame.time.Clock()
151
+
152
+ def change_scene(self, scene: Scene) -> None:
153
+ if self._current_scene is not None:
154
+ self._current_scene.on_exit()
155
+ self._current_scene = scene
156
+ self._current_scene.on_enter()
157
+
158
+ def run(self, initial_scene: Scene) -> None:
159
+ self.change_scene(initial_scene)
160
+ self._running = True
161
+
162
+ while self._running:
163
+ dt = self._clock.tick(self.config.fps) / 1000.0
164
+
165
+ for event in pygame.event.get():
166
+ if event.type == pygame.QUIT:
167
+ self._running = False
168
+ elif self._current_scene is not None:
169
+ self._current_scene.handle_event(event)
170
+
171
+ if self._current_scene is not None:
172
+ self._current_scene.update(dt)
173
+ self._screen.fill(self.config.background_color)
174
+ self._current_scene.draw(self._screen)
175
+ pygame.display.flip()
176
+
177
+ pygame.quit()
178
+
179
+
180
+ class PongScene(Scene):
181
+ def __init__(self, game: Game) -> None:
182
+ super().__init__(game)
183
+ self.x = 100.0
184
+ self.y = 100.0
185
+ self.vx = 200.0
186
+ self.vy = 150.0
187
+ self.radius = 10
188
+
189
+ def on_enter(self) -> None:
190
+ print("Pong started")
191
+
192
+ def on_exit(self) -> None:
193
+ print("Pong finished")
194
+
195
+ def handle_event(self, event: object) -> None:
196
+ # no input yet
197
+ pass
198
+
199
+ def update(self, dt: float) -> None:
200
+ self.x += self.vx * dt
201
+ self.y += self.vy * dt
202
+
203
+ width = self.game.config.width
204
+ height = self.game.config.height
205
+
206
+ if self.x < self.radius or self.x > width - self.radius:
207
+ self.vx *= -1
208
+ if self.y < self.radius or self.y > height - self.radius:
209
+ self.vy *= -1
210
+
211
+ def draw(self, surface: pygame.Surface) -> None: # type: ignore[override]
212
+ pygame.draw.circle(
213
+ surface, (255, 255, 255), (int(self.x), int(self.y)), self.radius
214
+ )
215
+
216
+
217
+ if __name__ == "__main__":
218
+ cfg = GameConfig(width=640, height=360, title="Mini Arcade - Pong")
219
+ game = PygameGame(cfg)
220
+ scene = PongScene(game)
221
+ game.run(scene)
222
+ ```
223
+
224
+ Once you have a shared backend like PygameGame in its own package (or inside your game repo), you can also wire run_game() to use it instead of the abstract Game.
225
+
226
+ ---
227
+
228
+ ## Testing
229
+
230
+ This project uses pytest for tests.
231
+
232
+ ```bash
233
+ pip install -e ".[dev]"
234
+ pytest
235
+ ```
236
+
237
+ ### Roadmap
238
+
239
+ [ ] First concrete backend (e.g. ``mini-arcade-pygame``)
240
+ [ ] Example games: Pong, Breakout, Snake, Asteroids-lite, Endless Runner
241
+ [ ] Packaging the example games as separate repos using this core
242
+
243
+ ## License
244
+
245
+ ![License: MIT License](https://img.shields.io/badge/License-mit-blue.svg) — feel free to use this as a learning tool, or as a base for your own mini arcade projects.
@@ -0,0 +1,76 @@
1
+ [build-system]
2
+ requires = ["poetry-core>=2.0.0,<3.0.0"]
3
+ build-backend = "poetry.core.masonry.api"
4
+
5
+ [project]
6
+ name = "mini-arcade-core"
7
+ version = "0.3.1"
8
+ description = "Tiny scene-based game loop core for small arcade games."
9
+ authors = [
10
+ { name = "Santiago Rincon", email = "rincores@gmail.com" },
11
+ ]
12
+ readme = "README.md"
13
+ license = { file = "LICENSE" }
14
+ requires-python = ">=3.9,<3.12"
15
+ dependencies = []
16
+
17
+ [project.optional-dependencies]
18
+ dev = [
19
+ "pytest~=8.3",
20
+ "pytest-cov~=6.0",
21
+ "black~=24.10",
22
+ "isort~=5.13",
23
+ "mypy~=1.5",
24
+ "pylint~=3.3",
25
+ ]
26
+
27
+ [tool.black]
28
+ line-length = 79
29
+ target-version = ["py39"]
30
+ force-exclude = '''(
31
+ ^\.venv
32
+ |^venv
33
+ |^env
34
+ |^\.env
35
+ |^build
36
+ |^dist
37
+ |^docs
38
+ )'''
39
+
40
+ [tool.isort]
41
+ profile = "black"
42
+ line_length = 79
43
+ known_first_party = ["mini_arcade_core"]
44
+ skip = [".venv", "venv", "env", "build", "dist", "docs"]
45
+
46
+ [tool.pytest.ini_options]
47
+ testpaths = ["tests"]
48
+ addopts = "-v --color=yes"
49
+
50
+ [tool.mypy]
51
+ python_version = "3.9"
52
+ packages = ["mini_arcade_core"]
53
+ ignore_missing_imports = true
54
+ strict = false
55
+
56
+ [tool.pylint.messages_control]
57
+ disable = [
58
+ # Justification: Allow classes with few public methods for simplicity.
59
+ "too-few-public-methods",
60
+ # Justification: TODOs are acceptable during development.
61
+ "fixme",
62
+ ]
63
+
64
+ [tool.pylint.MAIN]
65
+ ignore-paths = [
66
+ "^\\.venv",
67
+ "^venv",
68
+ "^tests",
69
+ "^env",
70
+ "^build",
71
+ "^dist",
72
+ "^docs",
73
+ ]
74
+
75
+ [tool.poetry]
76
+ packages = [{ include = "mini_arcade_core", from = "src" }]
@@ -0,0 +1,36 @@
1
+ """
2
+ Entry point for the mini_arcade_core package.
3
+ Provides access to core classes and a convenience function to run a game.
4
+ """
5
+
6
+ from __future__ import annotations
7
+
8
+ from .backend import Backend, Event, EventType
9
+ from .entity import Entity, SpriteEntity
10
+ from .game import Game, GameConfig
11
+ from .scene import Scene
12
+
13
+
14
+ def run_game(initial_scene_cls: type[Scene], config: GameConfig | None = None):
15
+ """
16
+ Convenience helper to bootstrap and run a game with a single scene.
17
+
18
+ :param initial_scene_cls: The Scene subclass to instantiate as the initial scene.
19
+ :param config: Optional GameConfig to customize game settings.
20
+ """
21
+ game = Game(config or GameConfig())
22
+ scene = initial_scene_cls(game)
23
+ game.run(scene)
24
+
25
+
26
+ __all__ = [
27
+ "Game",
28
+ "GameConfig",
29
+ "Scene",
30
+ "Entity",
31
+ "SpriteEntity",
32
+ "run_game",
33
+ "Backend",
34
+ "Event",
35
+ "EventType",
36
+ ]
@@ -0,0 +1,75 @@
1
+ """
2
+ Backend interface for rendering and input.
3
+ This is the only part of the code that talks to SDL/pygame directly.
4
+ """
5
+
6
+ from __future__ import annotations
7
+
8
+ from dataclasses import dataclass
9
+ from enum import Enum, auto
10
+ from typing import Iterable, Protocol
11
+
12
+
13
+ class EventType(Enum):
14
+ """High-level event types understood by the core."""
15
+
16
+ UNKNOWN = auto()
17
+ QUIT = auto()
18
+ KEYDOWN = auto()
19
+ KEYUP = auto()
20
+
21
+
22
+ @dataclass(frozen=True)
23
+ class Event:
24
+ """
25
+ Core event type.
26
+
27
+ For now we only care about:
28
+ - type: what happened
29
+ - key: integer key code (e.g. ESC = 27), or None if not applicable
30
+
31
+ :ivar type (EventType): The type of event.
32
+ :ivar key (int | None): The key code associated with the event, if any.
33
+ """
34
+
35
+ type: EventType
36
+ key: int | None = None
37
+
38
+
39
+ class Backend(Protocol):
40
+ """
41
+ Interface that any rendering/input backend must implement.
42
+
43
+ mini-arcade-core only talks to this protocol, never to SDL/pygame directly.
44
+ """
45
+
46
+ def init(self, width: int, height: int, title: str) -> None:
47
+ """
48
+ Initialize the backend and open a window.
49
+
50
+ Should be called once before the main loop.
51
+ """
52
+
53
+ def poll_events(self) -> Iterable[Event]:
54
+ """
55
+ Return all pending events since last call.
56
+
57
+ Concrete backends will translate their native events into core Event objects.
58
+ """
59
+
60
+ def begin_frame(self) -> None:
61
+ """
62
+ Prepare for drawing a new frame (e.g. clear screen).
63
+ """
64
+
65
+ def end_frame(self) -> None:
66
+ """
67
+ Present the frame to the user (swap buffers).
68
+ """
69
+
70
+ def draw_rect(self, x: int, y: int, w: int, h: int) -> None:
71
+ """
72
+ Draw a filled rectangle in some default color.
73
+
74
+ We'll keep this minimal for now; later we can extend with colors/sprites.
75
+ """
@@ -0,0 +1,51 @@
1
+ """
2
+ Entity base classes for mini_arcade_core.
3
+ """
4
+
5
+ from __future__ import annotations
6
+
7
+ from typing import Any
8
+
9
+
10
+ class Entity:
11
+ """Entity base class for game objects."""
12
+
13
+ def update(self, dt: float):
14
+ """
15
+ Advance the entity state by ``dt`` seconds.
16
+
17
+ :param dt: Time delta in seconds.
18
+ :type dt: float
19
+ """
20
+
21
+ def draw(self, surface: Any):
22
+ """
23
+ Render the entity to the given surface.
24
+
25
+ :param surface: The surface to draw on.
26
+ :type surface: Any
27
+ """
28
+
29
+
30
+ class SpriteEntity(Entity):
31
+ """Entity with position and size."""
32
+
33
+ def __init__(self, x: float, y: float, width: int, height: int):
34
+ """
35
+ :param x: X position.
36
+ :type x: float
37
+
38
+ :param y: Y position.
39
+ :type y: float
40
+
41
+ :param width: Width of the entity.
42
+ :type width: int
43
+
44
+ :param height: Height of the entity.
45
+ :type height: int
46
+ """
47
+ self.x = x
48
+ self.y = y
49
+ self.width = width
50
+ self.height = height
51
+ # TODO: velocity, color, etc.
@@ -0,0 +1,66 @@
1
+ """
2
+ Game core module defining the Game class and configuration.
3
+ """
4
+
5
+ from __future__ import annotations
6
+
7
+ from dataclasses import dataclass
8
+ from typing import TYPE_CHECKING
9
+
10
+ if TYPE_CHECKING: # avoid runtime circular import
11
+ from .scene import Scene
12
+
13
+
14
+ @dataclass
15
+ class GameConfig:
16
+ """
17
+ Configuration options for the Game.
18
+
19
+ :ivar width: Width of the game window in pixels.
20
+ :ivar height: Height of the game window in pixels.
21
+ :ivar title: Title of the game window.
22
+ :ivar fps: Target frames per second.
23
+ :ivar background_color: RGB background color.
24
+ """
25
+
26
+ width: int = 800
27
+ height: int = 600
28
+ title: str = "Mini Arcade Game"
29
+ fps: int = 60
30
+ background_color: tuple[int, int, int] = (0, 0, 0)
31
+
32
+
33
+ class Game:
34
+ """Core game object responsible for managing the main loop and active scene."""
35
+
36
+ def __init__(self, config: GameConfig):
37
+ """
38
+ :param config: Game configuration options.
39
+ """
40
+ self.config = config
41
+ self._current_scene: Scene | None = None
42
+ self._running: bool = False
43
+
44
+ def change_scene(self, scene: Scene):
45
+ """
46
+ Swap the active scene. Concrete implementations should call
47
+ ``on_exit``/``on_enter`` appropriately.
48
+
49
+ :param scene: The new scene to activate.
50
+ """
51
+ raise NotImplementedError(
52
+ "Game.change_scene must be implemented by a concrete backend."
53
+ )
54
+
55
+ def run(self, initial_scene: Scene):
56
+ """
57
+ Run the main loop starting with the given scene.
58
+
59
+ This is intentionally left abstract so you can plug pygame, pyglet,
60
+ or another backend.
61
+
62
+ :param initial_scene: The scene to start the game with.
63
+ """
64
+ raise NotImplementedError(
65
+ "Game.run must be implemented by a concrete backend."
66
+ )
@@ -0,0 +1,40 @@
1
+ """
2
+ Base class for game scenes (states/screens).
3
+ """
4
+
5
+ from __future__ import annotations
6
+
7
+ from abc import ABC, abstractmethod
8
+
9
+ from .game import Game
10
+
11
+
12
+ class Scene(ABC):
13
+ """Base class for game scenes (states/screens)."""
14
+
15
+ def __init__(self, game: Game):
16
+ """
17
+ :param game: Reference to the main Game object.
18
+ :type game: Game
19
+ """
20
+ self.game = game
21
+
22
+ @abstractmethod
23
+ def on_enter(self):
24
+ """Called when the scene becomes active."""
25
+
26
+ @abstractmethod
27
+ def on_exit(self):
28
+ """Called when the scene is replaced."""
29
+
30
+ @abstractmethod
31
+ def handle_event(self, event: object):
32
+ """Handle input / events (e.g. pygame.Event)."""
33
+
34
+ @abstractmethod
35
+ def update(self, dt: float):
36
+ """Update game logic. ``dt`` is the delta time in seconds."""
37
+
38
+ @abstractmethod
39
+ def draw(self, surface: object):
40
+ """Render to the main surface."""