mini-arcade-core 0.9.0__py3-none-any.whl
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.
- mini_arcade_core/__init__.py +100 -0
- mini_arcade_core/backend.py +225 -0
- mini_arcade_core/boundaries2d.py +107 -0
- mini_arcade_core/collision2d.py +71 -0
- mini_arcade_core/entity.py +68 -0
- mini_arcade_core/game.py +243 -0
- mini_arcade_core/geometry2d.py +69 -0
- mini_arcade_core/kinematics2d.py +78 -0
- mini_arcade_core/physics2d.py +73 -0
- mini_arcade_core/scene.py +147 -0
- mini_arcade_core/ui/__init__.py +0 -0
- mini_arcade_core/ui/menu.py +135 -0
- mini_arcade_core-0.9.0.dist-info/METADATA +288 -0
- mini_arcade_core-0.9.0.dist-info/RECORD +16 -0
- mini_arcade_core-0.9.0.dist-info/WHEEL +4 -0
- mini_arcade_core-0.9.0.dist-info/licenses/LICENSE +19 -0
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"""
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Menu system for mini arcade core.
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"""
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from __future__ import annotations
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from dataclasses import dataclass
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from typing import Callable, Sequence
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from mini_arcade_core.backend import Backend, Color, Event, EventType
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MenuAction = Callable[[], None]
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@dataclass(frozen=True)
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class MenuItem:
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"""
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Represents a single item in a menu.
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:ivar label (str): The text label of the menu item.
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:ivar on_select (MenuAction): The action to perform when the item is selected.
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"""
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label: str
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on_select: MenuAction
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@dataclass
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class MenuStyle:
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"""
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Styling options for the Menu.
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:ivar normal (Color): Color for unselected items.
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:ivar selected (Color): Color for the selected item.
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:ivar line_height (int): Vertical spacing between items.
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"""
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normal: Color = (220, 220, 220)
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selected: Color = (255, 255, 0)
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line_height: int = 28
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class Menu:
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"""A simple text-based menu system."""
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def __init__(
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self,
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items: Sequence[MenuItem],
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*,
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x: int = 40,
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y: int = 40,
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style: MenuStyle | None = None,
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):
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"""
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:param items: Sequence of MenuItem instances to display.
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type items: Sequence[MenuItem]
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:param x: X coordinate for the menu's top-left corner.
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:param y: Y coordinate for the menu's top-left corner.
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:param style: Optional MenuStyle for customizing appearance.
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:type style: MenuStyle | None
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"""
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self.items = list(items)
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self.x = x
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self.y = y
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self.style = style or MenuStyle()
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self.selected_index = 0
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def move_up(self):
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"""Move the selection up by one item, wrapping around if necessary."""
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if self.items:
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self.selected_index = (self.selected_index - 1) % len(self.items)
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def move_down(self):
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"""Move the selection down by one item, wrapping around if necessary."""
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if self.items:
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self.selected_index = (self.selected_index + 1) % len(self.items)
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def select(self):
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"""Select the currently highlighted item, invoking its action."""
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if self.items:
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self.items[self.selected_index].on_select()
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def handle_event(
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self,
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event: Event,
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*,
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up_key: int,
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down_key: int,
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select_key: int,
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):
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"""
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Handle an input event to navigate the menu.
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:param event: The input event to handle.
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:type event: Event
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:param up_key: Key code for moving selection up.
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type up_key: int
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:param down_key: Key code for moving selection down.
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:type down_key: int
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:param select_key: Key code for selecting the current item.
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:type select_key: int
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"""
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if event.type != EventType.KEYDOWN or event.key is None:
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return
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if event.key == up_key:
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self.move_up()
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elif event.key == down_key:
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self.move_down()
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elif event.key == select_key:
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self.select()
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def draw(self, surface: Backend):
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"""
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Draw the menu onto the given backend surface.
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:param surface: The backend surface to draw on.
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:type surface: Backend
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"""
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for i, item in enumerate(self.items):
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color = (
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self.style.selected
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if i == self.selected_index
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else self.style.normal
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)
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surface.draw_text(
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self.x,
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self.y + i * self.style.line_height,
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item.label,
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color=color,
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)
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Metadata-Version: 2.4
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Name: mini-arcade-core
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Version: 0.9.0
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Summary: Tiny scene-based game loop core for small arcade games.
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License: Copyright (c) 2025 Santiago Rincón
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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License-File: LICENSE
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Author: Santiago Rincon
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Author-email: rincores@gmail.com
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Requires-Python: >=3.9,<3.12
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Classifier: License :: Other/Proprietary License
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Classifier: Programming Language :: Python :: 3
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Classifier: Programming Language :: Python :: 3.9
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Classifier: Programming Language :: Python :: 3.10
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Classifier: Programming Language :: Python :: 3.11
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Provides-Extra: dev
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Requires-Dist: black (>=24.10,<25.0) ; extra == "dev"
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Requires-Dist: isort (>=5.13,<6.0) ; extra == "dev"
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Requires-Dist: mypy (>=1.5,<2.0) ; extra == "dev"
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Requires-Dist: pillow (<12)
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Requires-Dist: pylint (>=3.3,<4.0) ; extra == "dev"
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Requires-Dist: pytest (>=8.3,<9.0) ; extra == "dev"
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Requires-Dist: pytest-cov (>=6.0,<7.0) ; extra == "dev"
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Description-Content-Type: text/markdown
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# mini-arcade-core 🎮
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Tiny Python game core for building simple scene-based arcade games
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(Pong, Breakout, Space Invaders, etc.).
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> Minimal, opinionated abstractions: **Game**, **Scene**, and **Entity** – nothing else.
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---
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## Features
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- 🎯 **Tiny API surface**
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- `GameConfig` – basic window & FPS configuration
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- `Game` – abstract game core to plug your own backend (e.g. pygame)
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- `Scene` – base class for screens/states (menus, gameplay, pause)
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- `Entity` / `SpriteEntity` – simple game object primitives
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- `run_game()` – convenience helper once a concrete `Game` backend is wired
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- 🧩 **Backend-agnostic**
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- The core doesn’t depend on any specific rendering/input library.
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- You can build backends using `pygame`, `pyglet`, or something custom.
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- 🕹️ **Perfect for small arcade projects**
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- Pong, Breakout, Snake, Asteroids-likes, runners, flappy-likes, etc.
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- Great for learning, experiments, and portfolio-friendly mini games.
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---
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## Installation
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> **Note:** Adjust this once it’s on PyPI.
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```bash
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# From a local checkout
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pip install -e .
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```
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Or, once published:
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```bash
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pip install mini-arcade-core
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```
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Requires Python 3.9–3.11.
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---
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## Core Concepts
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### ``GameConfig``
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Basic configuration for your game:
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```python
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from mini_arcade_core import GameConfig
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config = GameConfig(
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width=800,
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height=600,
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title="My Mini Arcade Game",
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fps=60,
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background_color=(0, 0, 0), # RGB
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)
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```
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### ``Game``
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Abstract base class that owns:
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- the main loop
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- the active ``Scene``
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- high-level control like ``run()`` and ``change_scene()``
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You subclass ``Game`` to plug in your rendering/input backend.
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### ``Scene``
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Represents one state of your game (menu, gameplay, pause, etc.):
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```python
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from mini_arcade_core import Scene, Game
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class MyScene(Scene):
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def on_enter(self):
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print("Scene entered")
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def on_exit(self):
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print("Scene exited")
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def handle_event(self, event: object):
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# Handle input / events from your backend
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pass
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def update(self, dt: float):
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# Game logic
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pass
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def draw(self, surface: object):
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# Rendering via your backend
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pass
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```
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### ``Entity`` & ``SpriteEntity``
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Lightweight game object primitives:
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```python
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from mini_arcade_core import Entity, SpriteEntity
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class Ball(Entity):
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def __init__(self):
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self.x = 100.0
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self.y = 100.0
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self.vx = 200.0
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self.vy = 150.0
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def update(self, dt: float):
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self.x += self.vx * dt
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self.y += self.vy * dt
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def draw(self, surface: object):
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# Use your backend to draw the ball on `surface`
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pass
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paddle = SpriteEntity(x=50.0, y=300.0, width=80, height=16)
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```
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---
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### Example: Minimal pygame Backend
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``mini-arcade-core`` doesn’t force any backend.
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Here’s a minimal example using pygame as a backend:
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```python
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# example_pygame_game.py
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import pygame
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from mini_arcade_core import Game, GameConfig, Scene
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class PygameGame(Game):
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def __init__(self, config: GameConfig):
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super().__init__(config)
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pygame.init()
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self._screen = pygame.display.set_mode(
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(config.width, config.height)
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)
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pygame.display.set_caption(config.title)
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self._clock = pygame.time.Clock()
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def change_scene(self, scene: Scene):
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if self._current_scene is not None:
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self._current_scene.on_exit()
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self._current_scene = scene
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self._current_scene.on_enter()
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def run(self, initial_scene: Scene):
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201
|
+
self.change_scene(initial_scene)
|
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202
|
+
self._running = True
|
|
203
|
+
|
|
204
|
+
while self._running:
|
|
205
|
+
dt = self._clock.tick(self.config.fps) / 1000.0
|
|
206
|
+
|
|
207
|
+
for event in pygame.event.get():
|
|
208
|
+
if event.type == pygame.QUIT:
|
|
209
|
+
self._running = False
|
|
210
|
+
elif self._current_scene is not None:
|
|
211
|
+
self._current_scene.handle_event(event)
|
|
212
|
+
|
|
213
|
+
if self._current_scene is not None:
|
|
214
|
+
self._current_scene.update(dt)
|
|
215
|
+
self._screen.fill(self.config.background_color)
|
|
216
|
+
self._current_scene.draw(self._screen)
|
|
217
|
+
pygame.display.flip()
|
|
218
|
+
|
|
219
|
+
pygame.quit()
|
|
220
|
+
|
|
221
|
+
|
|
222
|
+
class PongScene(Scene):
|
|
223
|
+
def __init__(self, game: Game):
|
|
224
|
+
super().__init__(game)
|
|
225
|
+
self.x = 100.0
|
|
226
|
+
self.y = 100.0
|
|
227
|
+
self.vx = 200.0
|
|
228
|
+
self.vy = 150.0
|
|
229
|
+
self.radius = 10
|
|
230
|
+
|
|
231
|
+
def on_enter(self):
|
|
232
|
+
print("Pong started")
|
|
233
|
+
|
|
234
|
+
def on_exit(self):
|
|
235
|
+
print("Pong finished")
|
|
236
|
+
|
|
237
|
+
def handle_event(self, event: object):
|
|
238
|
+
# no input yet
|
|
239
|
+
pass
|
|
240
|
+
|
|
241
|
+
def update(self, dt: float):
|
|
242
|
+
self.x += self.vx * dt
|
|
243
|
+
self.y += self.vy * dt
|
|
244
|
+
|
|
245
|
+
width = self.game.config.width
|
|
246
|
+
height = self.game.config.height
|
|
247
|
+
|
|
248
|
+
if self.x < self.radius or self.x > width - self.radius:
|
|
249
|
+
self.vx *= -1
|
|
250
|
+
if self.y < self.radius or self.y > height - self.radius:
|
|
251
|
+
self.vy *= -1
|
|
252
|
+
|
|
253
|
+
def draw(self, surface: pygame.Surface): # type: ignore[override]
|
|
254
|
+
pygame.draw.circle(
|
|
255
|
+
surface, (255, 255, 255), (int(self.x), int(self.y)), self.radius
|
|
256
|
+
)
|
|
257
|
+
|
|
258
|
+
|
|
259
|
+
if __name__ == "__main__":
|
|
260
|
+
cfg = GameConfig(width=640, height=360, title="Mini Arcade - Pong")
|
|
261
|
+
game = PygameGame(cfg)
|
|
262
|
+
scene = PongScene(game)
|
|
263
|
+
game.run(scene)
|
|
264
|
+
```
|
|
265
|
+
|
|
266
|
+
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.
|
|
267
|
+
|
|
268
|
+
---
|
|
269
|
+
|
|
270
|
+
## Testing
|
|
271
|
+
|
|
272
|
+
This project uses pytest for tests.
|
|
273
|
+
|
|
274
|
+
```bash
|
|
275
|
+
pip install -e ".[dev]"
|
|
276
|
+
pytest
|
|
277
|
+
```
|
|
278
|
+
|
|
279
|
+
### Roadmap
|
|
280
|
+
|
|
281
|
+
[ ] First concrete backend (e.g. ``mini-arcade-pygame``)
|
|
282
|
+
[ ] Example games: Pong, Breakout, Snake, Asteroids-lite, Endless Runner
|
|
283
|
+
[ ] Packaging the example games as separate repos using this core
|
|
284
|
+
|
|
285
|
+
## License
|
|
286
|
+
|
|
287
|
+
 — feel free to use this as a learning tool, or as a base for your own mini arcade projects.
|
|
288
|
+
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
mini_arcade_core/__init__.py,sha256=2PBNxk-rxjJxPvF6PvpdJ_rat0knyo6a-VRI8sROofI,2554
|
|
2
|
+
mini_arcade_core/backend.py,sha256=Q1yNNLX0Hh-1ItUWDV8k1QHuoGPNKHYeoTHT_CxKGPk,6339
|
|
3
|
+
mini_arcade_core/boundaries2d.py,sha256=H1HkCR1422MkQIEve2DFKvnav4RpvtLx-qTMxzmdDMQ,2610
|
|
4
|
+
mini_arcade_core/collision2d.py,sha256=iq800wsoYQNft3SA-W4jeY1wXhbpz2E7IkIorZBI238,1718
|
|
5
|
+
mini_arcade_core/entity.py,sha256=1AuE-_iMJYHxSyG783fsyByKK8Gx4vWWKMCEPjtgHXw,1776
|
|
6
|
+
mini_arcade_core/game.py,sha256=2DaFRdu7ogrwukh2MRnTh0Hy2r1XcaGSHEpLBNxfqIU,7273
|
|
7
|
+
mini_arcade_core/geometry2d.py,sha256=js791mMpsE_YbEoqtTOsOxNSflvKgSk6VeVKhj9N318,1282
|
|
8
|
+
mini_arcade_core/kinematics2d.py,sha256=twBx-1jEwdknIJEyYBUg4VZyAvw1d7pGHaGFd36TPbo,2085
|
|
9
|
+
mini_arcade_core/physics2d.py,sha256=qIq86qWVuvcnLIMEPH6xx7XQO4tQhfiMZY6FseuVOR8,1636
|
|
10
|
+
mini_arcade_core/scene.py,sha256=e0E81aHt6saYiGfA-1V2II1yWwcZfvqGTRAv8pZnQtY,3865
|
|
11
|
+
mini_arcade_core/ui/__init__.py,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
|
|
12
|
+
mini_arcade_core/ui/menu.py,sha256=2CbsMvqebZWbUdhilhyTNDL1LGcdaPqHFsIM_J2MWK8,3636
|
|
13
|
+
mini_arcade_core-0.9.0.dist-info/METADATA,sha256=eLtfBDXL_S0FRergm-Jr4JqgS4S0kDnfmdsVFuVAgEM,8188
|
|
14
|
+
mini_arcade_core-0.9.0.dist-info/WHEEL,sha256=zp0Cn7JsFoX2ATtOhtaFYIiE2rmFAD4OcMhtUki8W3U,88
|
|
15
|
+
mini_arcade_core-0.9.0.dist-info/licenses/LICENSE,sha256=3lHAuV0584cVS5vAqi2uC6GcsVgxUijvwvtZckyvaZ4,1096
|
|
16
|
+
mini_arcade_core-0.9.0.dist-info/RECORD,,
|
|
@@ -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.
|