Bundling a Game with PyInstaller
You must have Arcade version 2.6.0 or greater and Pymunk 6.0.0 or greater for the instructions below to work. The pyinstaller hook from Arcade 2.5.x may work with certain versions of Pymunk, however support for Pyinstaller was not fully stable across all operating systems until Arcade 2.6.0
You’ve written your game using Arcade and it is a masterpiece! Congrats! Now you want to share it with others. That usually means helping people install Python, downloading the necessary modules, copying your code, and then getting it all working. Sharing is not an easy task. Well, PyInstaller can change all that!
We will be demonstrating usage with Windows, but everything should work exactly the same across Windows, Mac, and Linux. Note that you can only build for the system you are on. This means that in order to make a Windows build, you must be on a Windows machine, same thing for Linux and Mac.
Note that Mac bundles will have about an additional 60MB of data added into them over Windows/Linux due to Arcade needing to add some additional libraries for Mac.
Bundling a Simple Arcade Script
To demonstrate how PyInstaller works, we will:
create a simple example application that uses Arcade
bundle the application into a one-file executable
run the application
First, make sure both Arcade and PyInstaller are installed in your Python environment with:
pip install arcade pyinstaller
Then create a file called
myscript.py that contains the following:
import arcade arcade.open_window(400, 400, "My Script") arcade.start_render() arcade.draw_circle_filled(200, 200, 100, arcade.color.BLUE) arcade.finish_render() arcade.run()
Now, create a one-file executable bundle file by running PyInstaller:
pyinstaller myscript.py --onefile
PyInstaller generates the executable that is a bundle of your game. It puts it in the
dist\ folder under your current working directory. Look for a
dist\. Run this and see the example application start up!
You can copy this file wherever you want on your computer and run it. Or, share it with others. Everything your script needs is inside this executable file.
For simple games, this is all you need to know! But, if your game loads any kind of data files from disk, continue reading.
Handling Data Files
When creating a bundle, PyInstaller first examines your project and automatically identifies nearly everything your project needs (a Python interpreter,
installed modules, etc). But, it can’t automatically determine what data files your game is loading from disk (images, sounds,
maps). So, you must explicitly tell PyInstaller about these files and where it should put them in the bundle.
This is done with PyInstaller’s
pyinstaller myscript.py --add-data "stripes.jpg;."
The first item passed to
--add-data is the “source” file or directory (ex:
stripes.jpg) identifying what
PyInstaller should include in the bundle. The item after the semicolon is the “destination” (ex: “
specifies where files should be placed in the bundle, relative to the bundle’s root. In the example
stripes.jpg image is copied to the root of the bundle (”
After instructing PyInstaller to include data files in a bundle, you must make sure your code loads the data files from the correct directory. When you share your game’s bundle, you have no control over what directory the user will run your bundle from. This is complicated by the fact that a one-file PyInstaller bundle is uncompressed at runtime to a random temporary directory and then executed from there. This document describes one simple approach that allows your code to execute and load files when running in a PyInstaller bundle AND also be able to run when not bundled.
You need to do two things. First, the snippet below must be placed at the beginning of your script:
if getattr(sys, 'frozen', False) and hasattr(sys, '_MEIPASS'): os.chdir(sys._MEIPASS)
This snippet uses
sys._MEIPASS, which are both set by PyInstaller. The
indicates whether code is running from a bundle (“frozen”). If the code is “frozen”, the working
directory is changed to the root of where the bundle has been uncompressed to (
sys._MEIPASS). PyInstaller often
uncompresses its one-file bundles to a directory named something like:
Second, once the code above has set the current working directory, all file paths in your code can be relative
resources\images\stripes.jpg) as opposed to absolute paths (ex:
C:\projects\mygame\resources\images\stripes.jpg). If you do these two things and add data files to
your package as demonstrated below, your code will be able to run “normally” as well as running in a bundle.
Below are some examples that show a few common patterns of how data files can be included in a PyInstaller bundle.
The examples first show a code snippet that demonstrates how data is loaded (relative path names), followed by the
PyInstaller command to copy data files into the bundle. They all assume that the
of code listed above is being used.
One Data File
If you simply have one data file in the same directory as your script, refer to the data file using a relative path like this:
sprite = arcade.Sprite("stripes.jpg")
Then, you would use a PyInstaller command like this to include the data file in the bundled executable:
pyinstaller myscript.py --add-data "stripes.jpg;." ...or... pyinstaller myscript.py --add-data "*.jpg;."
One Data Directory
If you have a directory of data files (such as
images), refer to the data directory using a relative path like this:
sprite = arcade.Sprite("images/player.jpg") sprite = arcade.Sprite("images/enemy.jpg")
Then, you would use a PyInstaller command like this to include the directory in the bundled executable:
pyinstaller myscript.py --add-data "images;images"
Multiple Data Files and Directories
You can use the
--add-data flag multiple times to add multiple files and directories into the bundle:
pyinstaller myscript.py --add-data "player.jpg;." --add-data "enemy.jpg;." --add-data "music;music"
One Directory for Everything
Although you can include every data file and directory with separate
--add-data flags, it is suggested
that you write your game so that all of your data files are under one root directory, often named
can use subdirectories to help organize everything. An example directory tree could look like:
project/ |--- game.py |--- resources/ |--- images/ | |--- enemy.jpg | |--- player.jpg |--- sound/ | |--- game_over.wav | |--- laser.wav |--- text/ |--- names.txt
With this approach, it becomes easy to bundle all your data with just a single
--add-data flag. Your code
would use relative pathnames to load resources, something like this:
sprite = arcade.Sprite("resources/images/player.jpg") text = open("resources/text/names.txt").read()
And, you would include this entire directory tree into the bundle like this:
pyinstaller myscript.py --add-data "resources;resources"
It is worth spending a bit of time to plan out how you will layout and load your data files in order to keep the bundling process simple.
The technique of handling data files described above is just one approach. If you want more control and flexibility in handling data files, learn about the different path information that is available by reading the PyInstaller Run-Time Information documentation.
Now that you know how to install PyInstaller, include data files, and bundle your game into an executable, you have what you need to bundle your game and share it with your new fans!
Use a One-Folder Bundle for Troubleshooting
If you are having problems getting your bundle to work properly, it may help to temporarily
--onefile flag from the
pyinstaller command. This will bundle your
game into a one-folder bundle with an executable inside it. This allows you to inspect
the contents of the folder and make sure all of the files are where you expect them
to be. The one-file bundle produced by
--onefile is simply a
self-uncompressing archive of this one-folder bundle.
PyInstaller Not Bundling a Needed Module
In most cases, PyInstaller is able to analyze your project and automatically determine
what modules to place in the bundle. But, if PyInstaller happens to miss a module, you can use
--hidden-import MODULENAME flag to explicitly instruct PyInstaller to include a module. See the
for more details.
You will notice that after running
.specfile will appear in your directory. This file is generated by PyInstaller and does not need to be saved or checked into your source code repo.
Executable one-file bundles produced by PyInstaller’s
--onefileflag will start up slower than your original application or the one-folder bundle. This is expected because one-file bundles are ultimately just a compressed folder, so they must take time to uncompress themselves each time the bundle is run.
By default, when PyInstaller creates a bundled application, the application opens a console window. You can suppress the creation of the console window by adding the
--windowedflag to the
See the PyInstaller documentation below for more details on the topics above, and much more.
PyInstaller is a flexible tool that can handle a wide variety of different situations. For further reading, here are links to the official PyInstaller documentation: