Keep up-to-date with the latest changes to the Arcade library by the release notes.
Bump Pillow to 9.3.0
Bump PyMunk to 6.4.0
Add explicit compatability tag for 3.11
Drop 3.7 as part of the test suite
Support Tiled 1.9 via PyTiled Parser 2.2.0 (#1324)
Headless rendering with EGL should now work again
Fix code highlights in two examples
Fix data tables in quick index. (#1312)
Fix issues running in headless mode
Update pymunk physics engine to return pre handler (#1322)
Bump Pyglet version to 2.0dev23
Few PEP-8 fixes
Fix perspective example
Note: Development continues on version 2.7, which will be another leap forward in Arcade development. Feel free to check out the ‘development’ branch for the 2.7 changes.
Pin Pygments version to get around a Pygments/Furo incompatibility. (#1224).
Fix Google analytics ID
Bump Pyglet version to 2.0.dev18. (Thanks Pyglet!)
Fix API colors for Furo theme
Allow specifying hit box parameters in
Camerashould no longer apply zoom on the z axis
arcade.View.on_show_view()in examples and tutorials
The arcade window and views now expose
arcade.Window.on_leave(). These events are triggered when the mouse enters and leaves the window area.
Sections should now also support mouse enter/leave events
Hit box calculation methods should raise a more useful error message when the texture is not RGBA.
Slight optimization in updating sprite location in SpriteList
Removed all remaining references to texture transforms
Removed the broken
Add support for changing the pitch while playing a sound. See the speed parameter in
Set better blending defaults for arcade GUI
Can now create a texture filled with a single color. See
Texture.create_filled(). The Sprite class will use this when creating a solid colored sprite.
Bump version numbers of Sphinx, Pillow to current release as of 17-May.
Bump Pyglet version to 2.0.dev16. (Thanks Pyglet!)
iFrameuniform. Set frame using the
iChannelTimeuniform. Set time for each individual channel using the
iFrameRateuniform. Set frame rate using the
iDateuniform. This uniform will be automatically set. See
iChannelResolutionuniform. This uniform will be automatically set
Added example using video with shadertoy
Improve Shadertoy docstrings + unit tests
Docs / Tutorials / Examples
Updated install docs
Added tutorial for compiling an arcade game with Nuika
Improved/extended shadertoy tutorials
Added example using textures with shadertoy
Added sprite rotation examples
Clarified the difference between
Improved UIManager docstrings
Various annotation and docstring improvements
Fixed several broken links in docs
We’re now building PDF/EPUB docs
Added new method for safely setting shader program uniforms:
arcade.gl.Program.set_uniform_safe(). This method will ignore
KeyErrorif the uniform doesn’t exist. This is often practical during development because most GLSL compilers/linkers will remove uniforms that is determined to not affect the outcome of a shader.
Added new method for safely setting a uniform array:
arcade.gl.Program.set_uniform_array_safe(). This is practical during development because uniform arrays are in most cases shortened by GLSL compiler if not all array indices are used by the shader.
arcade.gl.Texture.swizzle. This can be used to reorder how components are read from the texture by a shader making it easy to crate simple effects or automatically convert BGR pixel formats to RGB when needed.
Added ray marching example with fragment shader
Allow reading framebuffer data with 2 and 4 byte component sizes
Simplified texture atlas texture coordinates to make them easier to use in custom shaders.
Support dumping the atlas texture as RGB
Support dumping the atlas texture with debug lines showing texture borders
We no longer check
GL_CONTEXT_PROFILE_MASKdue to missing support in older drivers. Especially GL 3.1 drivers that can in theory run arcade
Various shader cleanups
Added a simple profiler class
Special thanks to Vincent Poulailleau Ian Currie Mohammad Ibrahim, pushfoo, Alejandro Casanovas, Darren Eberly, pvcraven and Einar Forselv for their contributions to this release. Also, thanks to everyone on the Pyglet team! We depend heavily on Pyglet’s continued development.
Arcade can now run in headless mode on linux servers opening more possibilities for users in for example the data science community (#1107). See Headless Arcade for more information.
The random text glitching issue especially affecting users with iGPUs is finally resolved in pyglet. For that reason we have upgraded to the pyglet 2.0a2 release.
Fixed an issue causing
arcade.draw_circle_outline()to always render with 3 segments on some iGPUs.
Fixed an issue causing interactive widgets to unnecessarily re-draw when hovering or pressing them. This could cause performance issues.
on_show_viewwas never called when showing a view
arcade.load_font()now supports resource handles
PhysicsEngineSimplecan now take an iterable of wall spritelists
Sprite creation is now ~6-8% faster.
Removed warning about missing shapely on startup
Window titles are now optional. If no window title is specified the title will be the absolute path to the python file it was created in. This was changed because of the new headless mode.
arcade.quick_run. This function had no useful purpose.
Added clear method to UIManager (#1116)
Updated from Pillow 9.0.0 to 9.0.1
Rectangle objects which are empty(have no width or height) will now be automatically converted into single points.
The Tile ID of a sprite can be access with
sprite.properties["tile_id"]. This refers to the local ID of the tile within the Tileset. This value can be used to get the tile info for a given Sprite created from loading a tilemap.
Added python version support info to install instructions (#1122)
Fixed typo in
Improved the raycasting tutorial (#1124)
Replace mentions of 3.6 on Linux install page (#1129)
Fix broken links in the homepage (#1139)
Lots of other improvements to docstrings throughout the code base
General documentation improvements
arcade.gl.Geometrynow supports transforming to multiple buffers.
Added and improved examples in
Major improvements to API docs
Special thanks to Mohammad Ibrahim, pushfoo, Alejandro Casanovas, Maic Siemering, Cleptomania, pvcraven and einarf for their contributions to this release. Also, thanks to everyone on the Pyglet team! We depend heavily on Pyglet’s continued development.
check_for_collision_with_list()selected the wrong collision algorithm. This could affect performance.
Bugfix: GPU collision detection show now work on older MacBooks
arcade.Text.draw_debug()that will visualize the content area of the text and the anchor point. This can be useful to understand the text anchoring.
arcade.Textnow has a
bottomattribute for getting the pixel locations of the content borders.
Added performance warning for
arcade.Textis a lot faster. We have also promoted the use of text objects in examples.
Removed the deprecated
UITextureButton.texture_pressednow returns the pressed texture, not the texture
Work on Shader Toy Tutorial - Glow.
Docstring improvements throughout the code base
Many examples are cleaned up
arcade.gl.Bufferis guaranteed to contain zero byte values on creation.
arcade.gl.Context.infoand document all limit values
arcade.gl.Buffer.read()now reads the correct number of bytes when only
offsetparameter is passed.
Improved compute shader examples
Support uniform blocks in compute shaders
arcade.gl.Context.enablednow properly reverts to the original context flags
Many docstring improvements in the
Bugfix: Query objects ignored creation parameters
arcade.gl.ComputeShaderis now part of the gl module
arcade.gl.ComputeShaderwas added to docs
Expose and document
Special thanks to MrWardKKHS, pvcraven and einarf for their contributions to this release. Also, thanks to everyone on the Pyglet team! We depend heavily on Pyglet’s continued development.
Also thanks to:
DragonMoffon for arcade.gl testing and feedback
bunny-therapist discovering collision bug
Robert Morris for making us aware of the MacBook issue
Sections - Add support to divide window into sections. (Thanks janscas for the contribution.)
arcade.Sectionto the API.
arcade.SectionManagerto the API.
Add examples on how to use: Dividing a View Into Sections
New Example Code:
Add parallax example: Parallax.
Add GUI flat button styling example: Flat Text Button Styled.
Add Perspective example.
Add easing functions and example. See Easing Example 1 and Easing Example 2.
arcade.Sprite.facePoint()to face sprite towards a point.
Fixed issue #1074 to prevent a crash when opening a window.
Fixed issue #978, copy button in examples moved to the left to prevent it disappearing.
Fixed issue #967, CRT example now pulls from resources so people don’t have to download image to try it out.
PyMunk sample map now in resources so people don’t have to download it.
arcade.draw_points()no longer draws the points twice, improving performance.
Update Pygame Comparison.
When building Arcade docs, script now lets us know what classes don’t have docstrings.
Spelling/typo fixes in docs.
arcade.Spriteto use decorators to declare properties instead of the older method.
#1095, Improvements to
arcade.Textand its documentation. We can now also get the pixel size of a Text contents though
Force GDI text on windows until direct write is more mature.
Optimized text rendering and text rotation
arcade.Textobjects now accepts any python object as text and converts it into a string internally if needed.
SpriteListnow exposes several new members that used to be private. These are lower level members related to the underlying geometry of the spritelist and can be used by custom shaders to do interesting things blazingly fast. SpriteList interaction example with shaders can be found in the experimental directory. Members include
Added support for indirect rendering. This is an OpenGL 4.3 feature. It makes us able to render multiple meshes in the the same draw call providing significant speed increases in some use cases. See
arcade.gl.Geometry.render_indirect()and examples in the experimental directory.
Added support for unsigned integer uniform types
arcade.gl.Geometry.transformno longer takes a mode parameter.
Special thanks to einarf, eruvanos, janscas, MrWardKKHS, DragonMoffon, pvcraven, for their contributions to this release. Also, thanks to everyone on the Pyglet team! We depend heavily on Pyglet’s continued development.
Collision checking against one or more sprite lists can use the GPU via a ‘transform’ for much better performance. The
arcade.check_for_collision_with_lists()methods now support selection between spatial, GPU, and CPU methods of detection.
clear()for resetting/clearing a spritelist. This will iterate and remove all sprites by default, or do a faster O(1) clear. Please read the api docs to find out what version fits your use case.
SpriteListnow supports setting a global color and alpha value. The new
alpha_normalizedwill affect every sprite in the list. This global color value is multiplied by the individual sprite colors.
Spriteinitializer now also accepts
hit_box_algorithmin line with the underlying texture method.
Fixed a bug causing sprites to have incorrect scale when passing a texture during creation.
Removed the texture transform feature in sprites. This feature no longer makes sense since arcade 2.6.0 due to the new texture atlas feature.
Fixed issue #1068 (#1069) where loaded rectangular hit box was wrong.
Add better error for infinite tile maps
SpriteList.propertiesand properties from Image and Tile layers will automatically be loaded into that when loading a Tiled map
Window.current_camerawill now hold a reference to the currently active camera. This will be set when calling
arcade.Camera.use(), if no camera is active then it will be
Window.clearcan now clear a sub-section of the screen through the new optional
arcade.Window.clear()can now take normalized/float color values
arcade.View.clear()method now clears the current window. This can be used as a shortcut
arcade.Window.clear()when inside of a View class.
Add support for custom resource handles
Add support for anisotropic filtering with textures.
Clearing the window should always clear the entire window regardless of camera / viewport setup (unless a scissor box is set)
Change examples so instead of
self.clear(). The start render function was confusing people. #1071
Fix a bunch of links that were incorrectly pointing to old pvcraven instead of pythonarcade. #1063
Update pyinstaller instructions
Various documentation improvements and updates
Fixed a bug were out attributes in transforms was not properly detected with geometry shaders
Fixed a bug were specifying vertex count wasn’t possible with transforms when the vertex array has an index buffer bound.
Queryobject now allows for selecting what specific queries should be performed
Fixed a issue causing the wrong garbage collection mode to activate during context creation
Viewport values for the default framebuffer now applies pixel ratio by default
Scissor values for the default framebuffer now applies pixel ratio by default
UIBoxLayoutsupports now align in constructor (changing later requires a UIBoxLayout.trigger_full_render()).
UIBoxLayoutsupports now space_between in constructor.
UIManagerfix #1067, consume press and release mouse events
add()returns added child
add()returns added child
add()returns added child
New method in UIManager:
New method in UIManager:
New method in UIWidget:
Special thanks to Cleptomania, einarf, eruvanos, nrukin, Jayman2000, pvcraven, for their contributions to this release. Also, thanks to everyone on the Pyglet team! We depend heavily on Pyglet’s continued development.
Released on 2022-Jan-13
Bump version of Pillow from 8.4 to 9.0.0 due to security vulnerability in Pillow.
Released on 2021-Dec-25
The Shapely library is now optional. The shapely library uses native code to make operations such as collision detection and some other geometry operations faster. However they have not updated their binaries to support Python 3.10 on macOS and Windows. If Shapely is installed, Arcade will use that library. Otherwise it will fall back to slower, but Python-only code. See: https://github.com/shapely/shapely/issues/1215
There are no API changes to the TileMap class, however full support for TMX maps, TSX tilesets, and TX object templates has been added thanks to pytiled-parser 2.0. You should be able to load these formats with 0 change to your code, and use all the same features that were available with JSON maps.
This update also includes the ability to cross-load JSON and TMX maps/tilesets. Meaning you can have a JSON map load a TSX tileset, or have a TMX map load a JSON tileset.
You don’t ever need to explicitly set or configure a format to use, it will be automatically determined based on the file you pass in. It is determined based on the actual content of the file, and not the filetype, so if you give it a
.jsonfile that actually contains TMX, or vice versa, it will still work without problem.
Update Pyglet to 2.0.dev13 which fixes a bug where
on_resizewasn’t getting called.
Added a compute shader tutorial.
Special thanks to Cleptomania, einarf, pvcraven, for their contributions to this release. Also, thanks to everyone on the Pyglet team! We depend heavily on Pyglet’s continued development.
Released on 2021-Dec-15
This version updates Pyglet to 2.0dev12. Programs WILL NOT RUN with prior versions of Pyglet.
enable_pollingoption to constructor. If enabled then
window.mousewill be activated and able to be used to poll input by accessing them as if they were a dictionary. This option is enabled by default. See #1038
window.keyboardcan be polled using the values from
window.mousecan be polled using the following values:
1: Left click
2: Right click
3: Middle click
“x”: X position
“y”: Y position
Defaults the viewport width and height to the window size if they are set to 0 now, since you cannot have a size of 0 in any direction due to projection calculation. This means that if you do not provide those arguments to the constructor it will default to the window size. See #1041
Added support for layer position offsets. This allows passing a tuple containing an X and Y offset that will be applied to each Sprite/Object within the layer. You can set this via an
offsetparameter in the
layer_optionsdict, or you can supply a global offset to the map which will be applied to all layers via the
offsetparameter of either
arcade.load_tilemapor to the TileMap constructor directly. Layer specific offsets will override the global default if both are set. See #1048
Added a new error message for JSONDecodeError exceptions, a common problem when tilesets are TSX but maps are JSON. This change simply provides a more clear error of the most likely cause of the problem so users don’t have to dig as much.
Reverted the extra guards around text rendering that was implemented in 2.6.6. This turned out to cause slowdowns where text was being used heavily. Work is still ongoing to fix the remaining issues with text.
Special thanks to Cleptomania, einarf, pvcraven, mlr07, pushfoo, for their contributions to this release. Also, thanks to everyone on the Pyglet team! We depend heavily on Pyglet’s continued development.
Released on 2021-Dec-04
tiled_mapparameter to init function of TileMap class. It allows to pass an already parsed map from from pytiled-parser to it. Previously it could only be used with raw files and would handle the parsing automatically. If a pre-parsed map is passed to this, the
map_fileparameter will simply be ignored. This addition makes working with pre-parsed maps from a World file possible.
Added extra guards around text rendering calls to hopefully reduce glitchy text rendering. Work is still ongoing to fix the remaining issues with text.
samplesparameter so user can specify antialiasing quality.
The arcade window should fall back to no antialiasing if the window creation fails. Some drivers/hardware don’t support it. For example when running arcade in WSL or services like Repl.it.
Optimization: Empty spritelists created before the window or created with
lazy=Trueno longer automatically initialize internal OpenGL resources for empty spritelists and will instead immediately leave the
Add experimental UI styles dataclasses for UIWidget styling.
Add UISlider, which provides a general slider element with some basic functionality
Fix UIInputText rendering
Pyglet audio drivers can now be overridden using the
ARCADE_SOUND_BACKENDSenvironment variable for debug purposes. It expects a comma separated string with driver names.
From version 2.6.6 Arcade is no longer using the
autogarbage collection mode for OpenGL resources. This mode has the same behavior as the Python garbage collection. Instead we’re now using the
context_gcmode were resources are released every time
Window.flip()is called (every frame by default). This solves many problems such as threads in your project or external libraries suddenly trying to garbage collect OpenGL objects while this is only possible in the main thread. This should not cause any problems for most users.
Context.copy_framebuffer. This can be used to copy framebuffers with or without multisampling to another framebuffer. This makes us able to do offscreen rendering with multisampling.
Textures can now be created with multisampling by passing the
samplesparameter. This should only be used for attachments to framebuffers. The
Textureobject now also has a
samplesproperty (read only).
Update mini-map example
Update scrolling camera example
Update google analytics code in docs
Remove some less-than-useful examples in the example code section
Update platformer example
Update windows install instructions
Update sample games to show more sample games
Improve CRT filter tutorial
New example code on how to follow a path
Added Game of Life example using shaders
Added API docs for
ArcadeContextshould now show inherited members
Edge artifact page now encourage using
pixelatedargument instead of importing OpenGL enums from pyglet
Special thanks to einarf, pvcraven, Cleptomania, eruvanos, for their contributions to this release. Also, thanks to everyone on the Pyglet team! We depend heavily on Pyglet’s continued development.
Released on 2021-Nov-5
Increased pyglet’s default atlas size for text glyphs to remove text flickering and various other artifacts. This issue will be fixed in future versions of pyglet.
Fixed as issue causing all sprites to use the same texture on some Macs.
Improved doc for setting the viewport.
Special thanks to einarf, pushfoo, for their contributions to this release.
Released on 2021-Nov-3
Python 3.10 updates. Dependent library versions have been updated to include Python 3.10 support. All libraries appear to support 3.10 except Shapely 1.8.0 on the Windows platform. Until those binaries are released, 3.10 support for Windows is still not there.
visibleattribute has been added to this class. If set to
False, when calling
draw()on the SpriteList it will simply return and do nothing. Causing the SpriteList to not be drawn.
SpriteList now has a
lazy(bool) parameter causing it to not create internal OpenGL resources until the first draw call or until SpriteList’s
initialize()is called. This means that sprite lists and sprites can now be created in threads.
sort()method. This is identical to Python’s
list.sortbut are many times faster sorting your sprites.
Removed noisy warning message when spritelists were created before the window
Fixed an issue with
insert()when trying to insert sprites past an index greater than the current length. It could cause inserted sprites to be invisible.
arcade.Sprite.visibleproperty for quickly making sprites visible/invisible. This is simply a shortcut for changing the alpha value.
Optimization: Sprites should now take ~15% less memory and be ~15% faster to create
SpriteSolidColortextures are now cached internally for better performance.
wallsparameter has been added to this class. The new intention for usage of this class is for static(non-moving) sprites to be sent to the
wallsparameter, while moving platforms should be sent to the
platformsparameter. Properly differentiating between these parameters can result in extreme performance benefits. Sprites added to
platformsare O(n) whereas Sprites added to
wallsare O(1). This has been tested with anywhere from 100 to 500k+ Sprites, and the physics engine shows no measurable difference between those scenarios.
We have also removed the ability to send a single Sprite to the
wallsparameters of this class. This is a use case which results in some improper usage and unnecessary slowdowns. These parameters will now only accept SpriteLists or an iterable such as a list containing SpriteLists. If you are currently using this functionality, you just need to add your Sprite to a SpriteList and provide that instead.
The simple platformer tutorial has already been updated to make use of this optimization.
The Scene class is now sub-scriptable, previously in order to retrieve a SpriteList from Scene, you needed to use either
Scene.get_sprite_list. We have now added the ability to access it by sub-scripting the Scene object directly, like
spritelist = my_scene["My Layer"]
on_update()method. Previously Scene only had
update(). Both of these methods simply call the corresponding one on each SpriteList, however previously you could not do this with
on_update(). The difference between these methods is that
on_update()allows passing a delta time, whereas
TileMapadditions and fixes:
When loading a Tiled map Arcade will now respect if layers are visible or not. If a layer is not visible in Tiled, the SpriteList created for it will use the new
visibleattribute to control it. This means that when creating a Scene from a TileMap, this will automatically be respected as well.
Fixed support for parallax values on layers. Currently there is no support to do anything with these out of the box, you’d need to manually pull the values and do something based on them, however previously the map would not load if the values were changed from the default. This has been fixed in pytiled-parser and we have updated our version in Arcade accordingly.
Removed a lingering debug tactic of printing the class name of custom SpriteList classes when loading a TileMap.
UIInputTextnow supports both RGB and RGBA text color
Several text related bugs have been resolved in pyglet, the underlying library we now use for text drawing. This has been a fairly time consuming task over several weeks and we hope the new pyglet based text system will stabilize from now on. Arcade is an early adopter of pyglet 2.0 currently using a pre-release
Textobject is now usable and is preferred over
arcade.draw_text()in many cases for performance reasons.
Text related functions should now have better documentation
Added support to the
Many docstring improvements. Initializer docstrings have now been moved to the class docstring ensuring they will always show up in the generated api docs.
Added some new sections under advanced docs related to OpenGL, textures and texture atlas
New utility function
color_from_hex_string()that will turn a hex string into a color.
Bug: Removed a lingering debug key
F12that showed the contents of the global texture atlas
Several improvements to typing and PEP-8. Plus automated tests to help keep things in good shape.
PymunkExceptionclass for throwing Pymunk errors in the Pymunk physics engine.
check_for_collision_with_lists()function will now accept any Iterable(List, Tuple, Set, etc) containing SpriteLists.
Lower level rendering API:
Fixed a problem causing Geometry / VertexArray to ignore
POINTSprimitive mode when this is set as default.
Added support for compute shaders. We support writing to textures and SSBOs (buffers). Examples can be found in
Fixed a crash when drawing with geometry shaders due to referencing a non-existent enum
Special thanks to einarf, pvcraven, pushfoo, Cleptomania, Olliroxx, mlr07, yegarti, Jayman2000 for their contributions to this release.
Special thanks to Benjamin and caffeinepills for their help to squash bugs in pyglet 2.0.
Released on 2021-Sept-21
Bug fix, use a signed in as the ‘killed’ index. #965
Fix dead links on getting started page See #960
Fix some doc language that mixed function/method vocabulary. See #963
Some initial work on compute and camera shader work. Not done yet.
Fixed a bug causing the sprite geometry shader to not compile in some platforms
Fixed a bug related to texture bleeding with sprites. Texture atlases now pad the texture borders with repeating pixel data to combat this. It should make sprites look much better when scrolling, zooming and on hidpi displays. #959
Added hack for some gui text not appearing (pyglet 2.0 bug)
UIMessageBox should now respect the width and height of the widget
pixelated(bool) argument as a shortcut to setting nearest interpolation
SpriteList.draw: The arguments are now better exposed in docs
Sprite.drawnow has the same blending and interpolation argument as
Upgraded to pyglet 2.0dev9
Released on 2021-Sept-18
Support for custom classes that subclass Sprite for tiles in TileMap objects. See #942
Update PymunkPhysicsEngine to work with any direction of gravity rather than just downward. See #940
Update library versions we depend on. PIL, Pymunk, etc.
Fix the card game example code. See #951
Fix for drawing small circles not using enough segments. See #950
A lot of documentation links in the .py files were old and not updated to the RTD way, fixed now.
arcade.keywas missing from the documentation quick index. Fixed.
Fixed a rendering issue with sprites on M1 Macs
Fix caret not showing up in input box
Lots of type-hint fixes
Removed type annotations which were introduced in Python 3.8 to fix compatibility with Python 3.7 and 3.6
Fixed flickering on static drawing. See #858
Version 2.6.0 is a major update to Arcade. It is not 100% backwards compatible with the 2.5 API. Updates were made to text rendering, tiled map support, sprites, shaders, textures, GUI system, and the documentation.
Tiled Map Editor support has been overhauled.
Arcade now uses the .json file format for maps created by the Tiled Map Editor rather than the TMX format. Tile sets and other supporting files need to all be saved in .json format. The XML based formats are no longer supported by Arcade.
Arcade now supports a minimum version of Tiled 1.5. Maps saved with an older version of Tiled will likely work in most scenarios, but for all features the minimum version we can support is 1.5 due to changes in the Tiled map format.
Feature-support for Tiled maps has been improved to have near 100% parity with Tiled itself.
See Simple Platformer for a how-to, Tiled usage starts at Chapter 9.
See Community RPG or Community Platformer for a more complex example program.
Texture atlases have been introduced, texture management has been improved.
A sprite list will create and use its own texture atlas.
This introduces a new
arcade.TextureAtlasclass that is used internally by SpriteList.
Sprites with new textures can be added to a sprite list without the delay. Arcade 2.5 had a delay caused by rebuilding its internal sprite sheet.
As a side effect, sprites can only belong to one sprite list that renders.
The texture atlas portion of a sprite can be drawn to, and quickly updated on the GPU side.
To demonstrate, there is a new Mini-Map example that creates a sprite that has a dynamic minimap projected onto it.
Revamped text rendering done by
arcade.draw_text(). Rather than use Pillow to render onto an image, Arcade uses Pyglet’s text drawing system. Text drawing is faster, higher resolution, and not prone to memory leaks. Fonts are now specifed by the font name, rather than the file name of the font.
Fonts can be dynamically loaded with
Kenney.nl’s TTF are now included as build-in resources.
See the Drawing Text example.
Sprites now draw even faster than before. On an Intel i7 with nVidia 980 Ti graphics card, 8,000+ moving sprites can be drawn while maintaining 60 FPS. The same machine can only do 2,000 sprites with Pygame before FPS drops.
Shadertoy.com is a website that makes it easier to write OpenGL shaders.
arcade.Shadertoyclass makes it easy to run and interact with these shaders in Arcade.
See Shader Toy Tutorial - Glow and Asteroids.
UIElements are replaced by UIWidgets
Option to relative pin widgets on screen to center or border (supports resizing)
Widgets can be placed on top of each other
Overlapping widgets properly handle mouse interaction
Fully typed event classes
Events contain source widget
ScrollableText widgets (more to come)
Support for Sprites within Widgets
Declarative coding style for borders and padding widget.with_border(…)
Automatically place widgets vertically or horizontally (UIBoxLayout)
Dropped support for YAML style files
Better performance and limited memory usage
More documentation (GUI Concepts)
UIFlatButton- 2D flat button for simple interactions (hover, press, release, click)
UITextureButton- textured button (use
arcade.load_texture()) for simple interactions (hover, press, release, click)
UILabel- Simple text, supports multiline
UIInputText- field to accept user text input
UITextArea- Multiline scrollable text widget.
UISpriteWidget- Embeds a Sprite within the GUI tree
UIBoxLayout- Places widgets next to each other (vertical or horizontal)
UIPadding- Add space around a widget
UIBorder- Add border around a widget
UIAnchorWidget- Used to position UIWidgets relative on screen
UIMessageBox- Popup box with a message text and a few buttons.
UIDraggableMixin- Makes a widget draggable.
UIMouseFilterMixin- Catches mouse events that occure within the widget boundaries.
UIWindowLikeMixin- Combination of
WIP * UIWidgets contain information about preferred sizes * UILayouts can grow or shrink widgets, to adjust to different screen sizes
There is now a new
arcade.Sceneclass that can be used to manage SpriteLists and their draw order. This can be used in place of having to draw multiple spritelists in your draw function.
Contains special integration with
arcade.Scene.from_tilemap()which will automatically create an entire scene from a loaded tilemap in the proper draw order.
See Simple Platformer for an introduction to this concept, and it is used heavily throughout that tutorial.
Easy scrolling with
For an example of this see the example: Move with a Scrolling Screen - Centered.
Automatic camera shake can be added in, see the example: Camera Shake.
Several other examples and tutorials make use of this class, like Simple Platformer.
Add a set of functions to track performance statistics. See Performance Information.
Added the class
arcade.PerfGraph, a subclass of Sprite that will graph FPS or time to process a dispatch-able event line ‘update’ or ‘on_draw’.
Lots of individual documentation updates for commands.
The Quick API Index has been reorganized to be easier to find commands, and the individual API documentation pages have been broken into parts, so it isn’t one large monolithic page.
New tutorial for Ray-casting Shadows.
New tutorial for Shader Toy Tutorial - Glow.
Revamped tutorial: Simple Platformer.
Revamped minimap example: Mini-Map.
Moved from AWS hosting to read-the-docs hosting so we can support multiple versions of docs.
New example showing how to use the new performance statistics API: Performance Statistics
New example: GUI Widgets
New example: Flat Text Buttons
New example: OK Message Box
arcade.get_pixel()supports getting RGB and RGBA color value
arcade.get_three_color_float()Returns colors as RGB float with numbers 0.0-1.1 for each color
arcade.get_four_color_float()Returns colors as RGBA float with numbers 0.0-1.1 for each color
Better PyInstaller Support
Previously our PyInstaller hook only fully functioned on Windows, with a bit of functionality on Linux. Mac was just completely unsupported and would raise an UnimplementedError if you tried.
Now we have full out of the box support for PyInstaller with Windows, Mac, and Linux.
See Bundling a Game with PyInstaller for an example of how to use it.
The sound API remains unchanged, however general stability of the sound system has been greatly improved via updates to Pyglet.
Special thanks to:
einarf for performance improvements, texture atlas support, shader toy support, text drawing support, advice on GUI, and more.
Cleptomania for Tiled Map support, sound support, and more.
eruvanos for the original GUI and all the GUI updates.
benmoran56 and everyone that contributes to the excellent Pyglet library we use so much.
Released on 2021-May-25
The arcade gui should now respect the current viewport
Fixed an issue with UILabel allocating large amounts of textures over time consuming a lot of memory
Fixed an issue with the initial viewport sometimes being 1 pixel too small causing some artifacts
Fixed a race condition in
Sound.stop()sometimes causing a crash
Fixed an issue in requirements causing issues for poetry
Fixed an error reporting issue when reaching maximum texture size
Arcade should now work out of the box on replit.com. We detect when arcade runs in replit tweaking various settings. One important setting we disable is antialiasing since this doesn’t work well with software rendering.
Alternative Garbage Collection of OpenGL Resources
arcade.gl.Context now supports an alternative garbage collection mode more
compatible with threaded applications and garbage collection of OpenGL resources.
OpenGL resources can only be accessed or destroyed from the same thread the
window was created. In threaded applications the Python garbage collector
can in some cases try to destroy OpenGL objects possibly causing a hard crash.
This can be configured when creating the
arcade.Window passing in a new
gc_mode parameter. By default this parameter is
the default garbage collection we have in Python.
"context_gc" on the other hand will move all “dead” OpenGL
Context.objects. These can be garbage collected manually
Context.gc() in a more controlled way in the the right thread.
Version 2.5.6 was released 2021-03-28
Fix issue with PyInstaller and Pymunk not allowing Arcade to work with bundling
Update some example code. Highlight PyInstaller instructions
Version 2.5.5 was released 2021-02-23
Version 2.5.4 was released 2021-02-19
Add fishy game on example page
Fix but around framebuffer creation not properly restoring active frame buffer
Fix for but where TextureRenderTarget creates FBO twice
Updated pinned version numbers for dependent libraries
Minor improvements around SpriteList list operations
Version 2.5.3 was released 2021-01-27
Fix/improve tetris example
Fix for camera2d.scroll_x
Version 2.5.2 was released 2020-12-27
Improve schedule/unschedule docstrings
Raise error if there are multiple instances of a streaming source
Fix background music example to match new sound API
Update main landing page for docs
Split sprite platformer tutorial into multiple pages
Add ‘related projects’ page
Add ‘adventure’ sample game link
Add resources for top-down tank images
Add turn-and-move example
Fix name of sandCorner_left.png
Update tilemap to error out instead of continuing if we can’t find a tile
Improve view tutorial
Generate error rather than warning if we can’t find image or sound file
Specify timer resolution in Windows
Version 2.5.1 was released 2020-12-14
Fix bug with sound where panning wasn’t working on Windows machines.
Fix some type-checking errors found by mypy.
Update API docs
Version 2.5 was released 2020-12-09
(Note, libraries Arcade depends on do not work yet with Python 3.9 on Mac. Mac users will need to use Python 3.6, 3.7 or 3.8.)
SpriteList.draw now supports a blend_function parameter. This opens up for drawing sprites with different blend modes.
Bugfix: Sprite hit box didn’t properly update when changing width or height
GUI improvements (eruvanos needs to elaborate)
Several examples was improved
Improvements to the pyinstaller tutorial
Better pin versions of depended libraries
Fix issues with simple and platformer physics engines.
Added support for tessellation shaders
arcade.Windownow takes a
gl_versionparameter so users can request a higher OpenGL version than the default
(3, 3)version. This only be used to advanced users.
Bugfix: Geometry’s internal vertex count was incorrect when using an index buffer
We now support 8, 16 and 32 bit index buffers
Optimized several draw methods by omitting
tobytes()letting the buffer protocol do the work
More advanced examples was added to
Add Conway’s Game of Life example showing how to use alpha to control display of sprites in a grid.
Improve documentation around sound API.
Improve documentation with FPS and timing stats example.
Improve moving platform docs a bit in Simple Platformer tutorial.
Version 2.4.3 was released 2020-09-30
Added PyInstalled hook and tutorial
ShapeLists should no longer share position between instances
GUI improvements: new UIImageToggle
Low level rendering API (arcade.gl):
ArcadeContext now has a load_texture method for creating opengl textures using Pillow.
Bug: Fixed an issue related to drawing indexed geometry with offset
Bug: Scissor box not updating when using framebuffer
Bug: Fixed an issue with pack/unpack alignment for textures
Bug: Transforming geometry into a target buffer should now work with byte offset
Bug: Duplicate sprites in ‘check_for_collision_with_list’ Issue #763
Improved docstrings in arcade.gl
Version 2.4.2 was released 2020-09-08
draw_hit_boxesnew method in
draw_pointsnow significantly faster
Added UIToggle, on/off switch
Add example showing how to do GPU transformations with the mouse
Create buttons with default size/position so size can be set after creation.
Allow checking if a sound is done playing Issue 728
Add an early camera mock-up
New example arcade.experimental.examples.3d_cube (experimental)
New example arcade.examples.camera_example
Improved UIManager.unregister_handlers(), improves multi view setup
SpriteListto actually pre-load textures
GUI code clean-up Issue 723
Update downloadable .zip for for platformer example code to match current code in documentation.
draw_pointcalculates wrong point size
Fixed draw_points calculates wrong point size
Fixed create_line_loop for thickness !=
Fixed pixel scale for offscreen framebuffers and read()
Fixed SpriteList iterator is stateful
Fix for pixel scale in offscreen framebuffers
Fix for UI tests
Fix issues with FBO binding
Cleanup Remove old examples and code
Arcade 2.4.1 was released 2020-07-13.
Arcade version 2.4 is a major enhancement release to Arcade.
Version 2.4 Major Features#
Support for defining your own frame buffers, shaders, and more advanced OpenGL programming. New API in Arcade Open GL.
Support to render to frame buffer, then re-render.
Use frame buffers to create a ‘glow’ or ‘bloom’ effect: Bloom-Effect Defender.
Use frame-buffers to support lights: Lighting Demo.
New support for style-able GUI elements.
PyMunk engine for platformers. See tutorial: Pymunk Platformer.
AStar algorithm for finding paths. See
For an example of using the A-Star algorithm, see A-Star Path Finding.
Version 2.4 Minor Features#
Added get_display_size() to get resolution of the monitor
Added Window.center_window() to center the window on the monitor.
Added has_line_of_sight() to calculate if there is line-of-sight between two points.
Added SpriteSolidColor class that makes a solid-color rectangular sprite.
Added SpriteCircle class that makes a circular sprite, either solid or with a fading gradient.
get_distancefunction to get the distance between two points.
Support for logging. See Logging.
Support volume and pan arguments in play_sound
Add ability to directly assign items in a sprite list. This is particularly useful when re-ordering sprites for drawing.
Support left/right/rotated sprites in tmx maps generated by the Tiled Map Editor.
Support getting tmx layer by path, making it less likely reading in a tmx file will have directory confusion issues.
Add in font searching code if we can’t find default font when drawing text.
arcade.Sprite.draw_hit_boxmethod to draw a hit box outline.
hit_box_detailparameters for hit box calculation.
Version 2.4 Under-the-hood improvements#
Simple Physics engine is less likely to ‘glitch’ out.
Anti-aliasing should now work on windows if
antialiasing=Trueis passed in the window constructor.
Major speed improvements to drawing of shape primitives, such as lines, squares, and circles by moving more of the work to the graphics processor.
Speed improvements for sprites including gpu-based sprite culling (don’t draw sprites outside the screen).
Speed improvements due to shader caching. This should be especially noticeable on Mac OS.
Speed improvements due to more efficient ways of setting rendering states such as projection.
Speed improvements due to less memory copying in the lower level rendering API.
A brand new low level rendering API wrapping OpenGL 3.3 core was added in this release. It’s loosely based on the ModernGL API, so ModernGL users should be able to pick it up fast. This API is used by arcade for all the higher level drawing functionality, but can also be used by end users to really take advantage of their GPU. More guides and tutorials around this is likely to appear in the future.
A simplified list of features in the new API:
arcade.ArcadeContextobject was introduced and can be found through the
window.ctxproperty. This object offers methods to create opengl resources such as textures, programs/shaders, framebuffers, buffers and queries. It also has shortcuts for changing various context states. When working with OpenGL in arcade you are encouraged to use
pyglet.gl. This is important as the context is doing quite a bit of bookkeeping to make our life easier.
Textureclass supporting a wide variety of formats such as 8/16/32 bit integer, unsigned integer and float values. New convenient methods and properties was also added to change filtering, repeat mode, read and write data, building mipmaps etc.
Bufferclass with methods for manipulating data such as simple reading/writing and copying data from other buffers. This buffer can also now be bound as a uniform buffer object.
Framebufferwrapper class making us able to render any content into one more more textures. This opens up for a lot of possibilities.
Programhas been expanded to support geometry shaders and transform feedback (rendering to a buffer instead of a screen). It also exposes a lot of new properties due to much more details introspection during creation. We also able to assign binding locations for uniform blocks.
A simple glsl wrapper/parser was introduced to sanity check the glsl code, inject preprocessor values and auto detect out attributes (used in transforms).
A higher level type
Geometrywas introduced to make working with shaders/programs a lot easier. It supports using a subset of attributes defined in your buffer description by inspecting the the program’s attributes generating and caching compatible variants internally.
Queryclass was added for easy access to low level measuring of opengl rendering calls. We can get the number samples written, number of primitives processed and time elapsed in nanoseconds.
Added support for the buffer protocol. When
arcade.glrequires byte data we can also pass objects like numpy array of pythons
array.arraydirectly not having to convert this data to bytes.
Version 2.4 New Documentation#
New Tutorial: Pymunk Platformer
New Tutorial: Using Views for Start/End Screens
New Tutorial: Solitaire Tutorial
New Tutorial: GPU Particle Burst
Several new and updated examples on How-To Example Code
A lot of improvements to https://learn.arcade.academy
Instructional videos added to for https://learn.arcade.academy
Version 2.4 ‘Experimental’#
There is now an
arcade.experimental module that holds code still under
development. Any code in this module might still have API changes.
Special thanks to Einar Forselv and Maic Siemering for their significant work in helping put this release together.
Release Date: Apr-14-2020
Release Date: Apr-9-2020
Bug Fix: Another attempt at fixing sprites with different dimensions added to same SpriteList didn’t display correctly Issue 630
Add lots of unit tests around Sprites and texture loading.
Release Date: Apr-8-2020
Bug Fix: Sprites with different dimensions added to same SpriteList didn’t display correctly Issue 630
Release Date: Apr-8-2020
Enhancement: Support more textures in a SpriteList Issue 332
Release Date: Apr-5-2020
Bug Fix: Fix procedural_caves_bsp.py
Bug Fix: Improve Windows install docs Issue 623
Release Date: Mar-31-2020
Bug Fix: Remove unused AudioStream and PlaysoundException from __init__
Remove attempts to load ffmpeg library
Add background music example
Bug Fix: Improve Windows install docs Issue 619
Add tutorial on edge artifacts Issue 418
Bug Fix: Can’t remove sprite from multiple lists Issue 621
Several documentation updates
Release Date: Mar-25-2020
Bug Fix: Fix for calling SpriteList.remove Issue 613
Bug Fix: get_image not working correctly on hi-res macs Issue 594
Bug Fix: Fix for “shiver” in simple physics engine Issue 614
Bug Fix: Fix for create_line_strip Issue 616
Bug Fix: Fix for volume control Issue 610
Bug Fix: Fix for loading SoLoud under Win64 Issue 615
Fix jumping/falling texture in platformer example
Add tests for gui.theme Issue 605
Fix bad link to arcade.color docs
Release Date: Mar-09-2020
Major enhancement to sound. Uses SoLoud cross-platform library. New features include support for sound volume, sound stop, and pan left/right.
Release Date: Feb-27-2020
Release Date: Feb-17-2020
Release Date: Feb-12-2020
Bug Fix: Calling sprite.draw wasn’t drawing the sprite if scale was 1 Issue 575
Add unit test for Issue 575
Bug Fix: Changing sprite scale didn’t cause sprite to redraw in new scale Issue 588
Add unit test for Issue 588
Enhancement: Simplify using built-in resources Issue 576
Fix for failure on on_resize(), which pyglet was quietly ignoring
rotate_pointfunction to make it more obvious it takes degrees
Release Date: Feb-08-2020
Bug Fix: Sprites weren’t appearing Issue 585
Release Date: Feb-08-2020
Bug Fix: set_scale checks height rather than scale Issue 578
Bug Fix: Window flickers for drawing when not derived from Window class Issue 579
Enhancement: Allow joystick selection in dual-stick shooter Issue 571
Test coverage reporting now working correctly with TravisCI
Improved test coverage
Improved documentation and typing with Texture class
Improve minimal View example
Release Date: Feb-01-2020
Remove scale as a parameter to load_textures because it is not unused
Add example for acceleration/friction
Release Date: Jan-30-2020
Don’t auto-update sprite hit box with animated sprite
Fix issues with sprite.draw
Improve error message given when trying to do a collision check and there’s no hit box set on the sprite.
Release Date: Jan-30-2020
Backwards Incompatability: arcade.Texture no longer has a scale property. This property made things confusing as Sprites had their own scale attribute. This seemingly small change required a lot of rework around sprites, sprite lists, hit boxes, and drawing of textured rectangles.
Include all the things that were part of 2.2.8, but hopefully working now.
Bug Fix: Error when calling Sprite.draw() Issue 570
Enhancement: Added Sprite.draw_hit_box to visually draw the hit box. (Kind of slow, but useful for debugging.)
Release Date: Jan-28-2020
Roll back to 2.2.7 because bug fixes in 2.2.8 messed up scaling
Release Date: Jan-27-2020
Version number now contained in one file, rather than three.
Enhancement: Move several GitHub-listed enhancements to the .rst enhancement list
Bug Fix: Texture scale not accounted for when getting height Issue 516
Bug Fix: Issue with text cut off if it goes below baseline Issue 515
Enhancement: Allow non-cached texture creation, fixing issue with resizing Issue 506
Enhancement: Physics engine supports rotation
Bug Fix: Need to better resolve collisions so sprite doesn’t get hyper-spaces to new weird spot Issue 569
Bug Fix: Hit box not getting properly created when working with multi-texture player sprite. Issue 568
Bug Fix: Issue with text_sprite and anchor y of top Issue 567
Bug Fix: Issues with documentation
Release Date: Jan-25-2020
Enhancement: Have draw_text return a sprite Issue 565
Enhancement: Improve speed when changing alpha of text Issue 563
Enhancement: Add dual-stick shooter example Issue 301
Bug Fix: Fix for Pyglet 2.0dev incompatability Issue 560
Bug Fix: Fix broken particle_systems.py example Issue 558
Enhancement: Added mypy check to TravisCI build Issue 557
Enhancement: Fix typing issues Issue 537
Enhancement: Optimize load font in draw_text Issue 525
Enhancement: Reorganize examples
Bug Fix: get_pixel not working on MacOS Issue 539
Release Date: Jan-20-2020
Bug Fix: particle_fireworks example is not running with 2.2.5 Issue 555
Bug Fix: Sprite.pop isn’t reliable Issue 531
Enhancement: Raise error if default font not found on system Issue 432
Enhancement: Add space invaders clone to example list Issue 526
Enhancement: Add sitemap to website
Enhancement: Improve performance, error handling around setting a sprite’s color
Enhancement: Implement optional filtering parameter to SpriteList.draw Issue 405
Enhancement: Return list of items hit during physics engine update Issue 401
Enhancement: Update resources documentation Issue 549
Enhancement: Add on_update to sprites, which includes delta_time Issue 266
Enhancement: Close enhancement-related github issues and reference them in the new Enhancement List.
Release Date: Jan-17-2020
Release Date: Jan-15-2020
Enhancement: Moving sprites now 20% more efficient.
Release Date: Jan-12-2020
Bug fix: Hit boxes not getting updated with rotation and scaling. Issue 548 This update depricates Sprite.points and instead uses Sprint.hit_box and Sprint.get_adjusted_hit_box
Major internal change around not having
import *but specifically name everything. Issue 537 This rearranded a lot of files and also reworked the quickindex in documentation.
Release Date: Jan-09-2020
Bug fix: Arcade assumes tiles in tileset are same sized Issue 550
Release Date: Dec-22-2019
Bug fix: Resource folder not included in distribution Issue 541
Release Date: Dec-19-2019*
Major Enhancement: Add built-in resources support Issue 209 This also required many changes to the code samples, but they can be run now without downloading separate images.
Major Enhancement: Auto-calculate hit box points by trimming out the transparency
Major Enhancement: Sprite sheet support for the tiled map editor works now
load_spritesheetfor loading images from a sprite sheet
Enhancement: Updates to physics engine to better handle non-rectangular sprites
Enhancement: Add SpriteSolidColor class, for creating a single-color rectangular sprite
Enhancement: Expose type hints to modules that depend on arcade via PEP 561 Issue 533 and Issue 534
Enhancement: Add font_color to gui.TextButton init Issue 521
Enhancement: Improve error messages around loading tilemaps
Bug fix: Turn on vsync as it sometimes was limiting FPS to 30.
Bug fix: get_tile_by_gid() incorrectly assumes tile GID cannot exceed tileset length Issue 527
Bug fix: Tiles in object layers not placed properly Issue 536
Bug fix: Typo when loading font Issue 518
Add robots.txt to documentation
Please also update pyglet, pyglet_ffmpeg2, and pytiled_parser libraries.
Special tanks to Jon Fincher, Mr. Gallo, SirGnip, lubie0kasztanki, and EvgeniyKrysanoc for their contributions to this release.
Fix: Default font sometimes not pulling on mac Issue 488
Documentation updates, particularly around examples for animated characters on platformers
Fix to Sprite class to better support character animation around ladders
Fix: Error when importing arcade on Raspberry Pi 4 Issue 485
Fix: Transparency not working in draw functions Issue 489
Fix: Order of parameters in draw_ellipse documentation Issue 490
Raise better error on data classes missing
Lots of code cleanup from SirGnip Issue 484
New code for buttons and dialog boxes from wamiqurrehman093 Issue 476
Fix: Linked to wrong version of Pyglet Issue 467
Added pytiled-parser as a dependency in setup.py
New file reader for tmx files http://arcade.academy/arcade.html#module-arcade.tilemap
Add new view switching framework http://arcade.academy/examples/index.html#view-management
Fix and Re-enable TravisCI builds https://travis-ci.org/pvcraven/arcade/builds
New: Collision methods to Sprite Issue 434
Fix: make_circle_texture Issue 431
Fix: Points drawn as triangles rather than rects Issue 429
Fix: Fix screen update rate issue Issue 424
Fix: Typo Issue 422
Put in exampel Kayzee game
Fix: Add links to PyCon video Issue 414
Fix: Docstring Issue 409
Fix: Typo Issue 403
Thanks to SirGnip, Mr. Gallow, and Christian Clauss for their contributions.
Fix: Unable to specify path to .tsx file for tiled spritesheet Issue 360
Fix: TypeError: __init__() takes from 3 to 11 positional arguments but 12 were given in text.py Issue 373
Fix: Test create_line_strip Issue 379
Fix: TypeError: draw_rectangle_filled() got an unexpected keyword argument ‘border_width’ Issue 385
Fix: See about creating a localization/internationalization example Issue 391
Fix: Glitch when you die in the lava in 09_endgame.py Issue 392
Fix: No default font found on ArchLinux and no error message (includes patch) Issue 402
Fix: Update docs around batch drawing and array_backed_grid.py example Issue 403
Add example code from lixingque
Fix: Drawing primitives example broke in prior release Issue 365
Update: Improve automated testing of all code examples Issue 326
Update: raspberry pi instructions, although it still doesn’t work yet
Fix: Some buffered draw commands not working Issue 368
Remove yml files for build environments that don’t work because of OpenGL
Update requirement.txt files
Fix mountain examples
Better error handling when playing sounds
Remove a few unused example code files
Fix for drawing with a border width of 1 Issue 352
Version 2.0.2 was compiled off the wrong branch, so it had a bunch of untested code. 2.0.3 is what 2.0.2 was supposed to be.
Turn on multi-sampling so lines could be anti-aliased Issue 325
Lots of improvements in 2.0.0. Too many to list, but the two main improvements:
Using shaders for sprites, making drawing sprites incredibly fast.
Using ffmpeg for sound.
Fix for Issue 275 where sprites can get blurry.
Bux fix for spatial hashing
Implement commands for getting a pixel, and image from screen
Bug fixes for spatial hashing and sound.
Issue 159: Fix array backed grid buffer example
Issue 177: Kind of fix issue with gi sound library
Issue 180: Fix up API docs with sound
Issue 198: Add start of isometric tile support
Issue 210: Fix bug in MacOS sound handling
Issue 213: Update code with gi streamer
Issue 214: Fix issue with missing images in animated sprites
Issue 216: Fix bug with venv
Issue 222: Fix get_window when using a Window class
Issue 184: For sound, wav, mp3, and ogg should work on Linux and Windows. wav and mp3 should work on Mac.
Add happy face drawing example
Link the class methods in the quick index to class method documentation
Add mountain midpoint displacement example
Add “Two Worlds” example game
sprite_collect_coints_move_down.pyto not use
sprite_bullets_aimed.pyto add a warning about how to manage text on a scrolling screen
Issue 194: Fix for calculating distance traveled in scrolling examples
Update quick-links on homepage of http://arcade.academy
Update Sprite class documentation
Update copyright date to 2018
Update PyMunk example code to use keyboard constants rather than hard-coded values
New sample code showing how to avoid placing coins on walls when randomly placing them
Improve listing/organization of sample code
Work at improving sample code, specifically try to avoid using
Add PyMunk platformer sample code
Unsuccessful work at getting TravisCI builds to work
Add new sample for using shape lists
Create sample code showing difference in speed when using ShapeLists.
Issue 182: Use explicit imports in sample PyMunk code
Improve sample code for using a graphic background
Improve collect coins example
New sample code for creating caves using cellular automata
New sample code for creating caves using Binary Space Partitioning
New sample code for explosions
Issue 173: JPGs not included in examples
Issue 171: Clean up sprite list code
Issue 170: Unusually high CPU
Issue 84: Allow quick running via -m
Issue 149: Need better error message with check_for_collision
Issue 151: Need example showing how to go between rooms
Issue 152: Standardize name of main class in examples
Issue 154: Improve GitHub compatibility
Issue 155: Improve readme documentation
Issue 156: Clean up root folder
Issue 162: Add documentation with performance tips
Issue 164: Create option for a static sprite list where we don’t check to see if things moved.
Issue 165: Improve error message with physics engine
Issue 147: Fix bug building documentation where two image files where specified incorrectly
Issue 146: Add release notes to documentation
Issue 144: Add code to get window and viewport dimensions
Issue 139: Add documentation on what
Issue 131: Add example code on how to do full-screen games
Issue 113: Add example code showing enemy turning around when hitting a wall
Issue 67: Improved support and documentation for joystick/game controllers