# Geometry Support

class arcade.EasingData(start_period: float, cur_period: float, end_period: float, start_value: float, end_value: float, ease_function: Callable)[source]

Data class for holding information about easing.

arcade.ease_angle(start_angle, end_angle, *, time=None, rate=None, ease_function=<function linear>)[source]

Set up easing for angles.

Update angle easing.

Function for ease_in easing which moves back before moving forward.

Function for quadratic easing in and out.

Function for easing in and out using a sin wave

Function for ease_in easing using a sin wave

Function for ease_out easing which moves back before moving forward.

Function for a bouncy ease-out easing.

Function for elastic ease-out easing.

Function for ease_out easing using a sin wave

arcade.ease_position(start_position, end_position, *, time=None, rate=None, ease_function=<function linear>)[source]

Get an easing position

Update easing between two values/

arcade.ease_value(start_value, end_value, *, time=None, rate=None, ease_function=<function linear>)[source]

Get an easing value

Function for calculating return value for easing, given percent and easing data.

Function for linear easing.

Function for smoothstep easing.

arcade.earclip(polygon: Sequence[Union[Tuple[float, float], List[float]]]) List[Tuple[Tuple[float, float], Tuple[float, float], Tuple[float, float]]][source]

Simple earclipping algorithm for a given polygon p. polygon is expected to be an array of 2-tuples of the cartesian points of the polygon For a polygon with n points it will return n-2 triangles. The triangles are returned as an array of 3-tuples where each item in the tuple is a 2-tuple of the cartesian point.

Implementation Reference:

Clamp a number between a range.

arcade.get_angle_degrees(x1: float, y1: float, x2: float, y2: float) [source]

Get the angle in degrees between two points.

Parameters
• x1 (float) – First point

• y1 (float) – First point

• x2 (float) – Second point

• y2 (float) – Second point

arcade.get_distance(x1: float, y1: float, x2: float, y2: float)[source]

Get the distance between two points.

arcade.rotate_point(x: float, y: float, cx: float, cy: float, angle_degrees: float) [source]

Rotate a point around a center.

Parameters
• x – x value of the point you want to rotate

• y – y value of the point you want to rotate

• cx – x value of the center point you want to rotate around

• cy – y value of the center point you want to rotate around

• angle_degrees – Angle, in degrees, to rotate

Returns

Return rotated (x, y) pair

Return type

(float, float)

arcade.are_polygons_intersecting(poly_a: Sequence[Union[Tuple[float, float], List[float]]], poly_b: Sequence[Union[Tuple[float, float], List[float]]]) bool[source]

Return True if two polygons intersect.

Parameters
• poly_a (PointList) – List of points that define the first polygon.

• poly_b (PointList) – List of points that define the second polygon.

Returns

True or false depending if polygons intersect

Rtype bool

Use ray-tracing to see if point is inside a polygon

Args:

x: y: polygon_point_list:

Returns: bool

Given an image, this returns points that make up a hit box around it. Attempts to trim out transparent pixels.

Parameters
• image (Image) – Image get hit box from.

• hit_box_detail (int) – How detailed to make the hit box. There’s a trade-off in number of points vs. accuracy.

Returns

List of points