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Arcade:GetStarted

Arcade Skill Tree

  • Basic Drawing Commands - See How to Draw with Your Computer, Drawing Primitives
    • ShapeElementLists - Batch together thousands of drawing commands into one using a arcade.ShapeElementList. See examples in Faster Drawing with ShapeElementLists.
  • Sprites - Almost everything in Arcade is done with the arcade.Sprite class.
    • Basic Sprites and Collisions
    • Individually place sprites
    • Place sprites with a loop
    • Place sprites with a list
  • Moving player sprites
    • Mouse - Collect Coins - Mouse
    • Keyboard - Sprite Move By Keyboard
      • Keyboard, slightly more complex but handles multiple key presses better: Better Move By Keyboard
      • Keyboard with acceleration, de-acceleration: Acceleration and Friction
      • Keyboard, rotate and move forward/back like a space ship: Move Sprites By Angle
    • Game Controller - Game Controller/Joystick
      • Game controller buttons - Supported, but documentation needed.
  • Sprite collision detection
    • Basic detection - Learn arcade book on collisions, Collect Coins - Mouse
    • Understanding collision detection and spatial hashing: Collision detection performance
    • Sprite Hit boxes
      • Detail amount - arcade.Sprite
      • Changing -arcade.Sprite.hit_box
      • Drawing - arcade.Sprite.draw_hit_box
    • Avoid placing items on walls - Randomly Place Coins, But Away From Walls And Other Coins
    • Sprite drag-and-drop - See the Solitaire Tutorial.
  • Drawing sprites in layers
  • Sprite animation
    • Change texture on sprite when hit - Change coins
  • Moving non-player sprites
    • Bouncing - Sprite Bouncing Coins
    • Moving towards player - Sprites That Follow The Player
    • Moving towards player, but with a delay - Sprites That Follow The Player 2
    • Space-invaders style - Slime Invaders
    • Can a sprite see the player? - Line of Sight
    • A-star pathfinding - A-Star Path Finding
  • Shooting
    • Player shoots straight up - Shoot Bullets Upwards
    • Enemy shoots every x frames - Have Enemies Periodically Shoot
    • Enemy randomly shoots x frames - Have Enemies Randomly Shoot
    • Player aims - Aim and Shoot Bullets
    • Enemy aims - Have Enemies Aim at Player
  • Physics Engines
    • SimplePhysicsEngine - Platformer tutorial Step 3 - Scene Object, Learn Arcade Book Simple Physics Engine, Example Move with Walls
    • PlatformerPhysicsEngine - From the platformer tutorial: Step 4 - Add User Control,
      • Moving Platforms
      • Ladders - Platformer tutorial Step 10 - Multiple Levels and Other Layers
    • Using the physics engine on multiple sprites - Supported, but documentation needed.
    • Pymunk top-down - Supported, needs docs
    • Pymunk physics engine for a platformer - Pymunk Platformer
  • View management
    • Minimal example of using views - Minimal Views Example
    • Using views to add a pause screen - Using Views for a Pause Screen
    • Using views to add an instruction and game over screen - Using Views for Instruction and Game Over Screens
  • Window management
    • Scrolling - Move with a Scrolling Screen - Centered
    • Add full screen support - Full Screen Example
    • Allow user to resize the window - Resizable Window
  • Map Creation
    • Programmatic creation
      • Individually place sprites
      • Place sprites with a loop
      • Place sprites with a list
    • Procedural Generation
      • Creating a Depth First Maze
      • Creating a Recursive Maze
      • Procedural Caves - Binary Space Partitioning
      • Procedural Caves - Cellular Automata
    • TMX map creation - Platformer tutorial: Step 8 - Display The Score
      • Layers - Platformer tutorial: Step 8 - Display The Score
      • Multiple Levels - Work with levels and a tiled map
      • Object Layer - Supported, but documentation needed.
      • Hit-boxes - Supported, but documentation needed.
      • Animated Tiles - Supported, but documentation needed.
  • Sound - Learn Arcade book sound chapter
    • Music Control Demo
    • Spatial sound Sound Demo
  • Particles - Particle Systems
  • GUI
    • Concepts - GUI Concepts
    • Examples - GUI Concepts
  • OpenGL
    • Read more about using OpenGL in Arcade with OpenGL Notes.
    • Lights - Lighting Demo
    • Writing shaders using “ShaderToy”
      • Shader Toy Tutorial - Glow
      • Shader Toy Tutorial - Particles
      • Learn how to ray-cast shadows in the Ray-casting Shadows.
      • Make your screen look like an 80s monitor in CRT Filter.
      • Study the Asteroids Example Code.
    • Rendering onto a sprite to create a mini-map - Mini-Map
    • Bloom/glow effect - Bloom-Effect Defender
    • Learn to do a compute shader in Compute Shader Tutorial.
  • Logging

See also

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