Arcade Game Development Library
—
Quality
Pending
Does it follow best practices?
Impact
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No eval scenarios have been run
2D camera system with view transformations, viewport management, projection controls, and smooth camera movement for dynamic view control and effects.
class Camera2D:
"""
2D camera for view transformations and viewport management.
"""
def __init__(self, viewport: tuple[int, int, int, int] = None,
projection: tuple[float, float, float, float] = None):
"""
Create 2D camera.
Args:
viewport: (x, y, width, height) viewport rectangle
projection: (left, right, bottom, top) projection bounds
"""
# Position and transformation
position: arcade.math.Vec2
zoom: float
angle: float
# Viewport properties
viewport: tuple[int, int, int, int]
projection: tuple[float, float, float, float]
def move_to(self, position: tuple[float, float], speed: float = 1.0) -> None:
"""Move camera to position with optional speed."""
def move(self, dx: float, dy: float) -> None:
"""Move camera by offset."""
def use(self) -> None:
"""Apply camera transformation to rendering."""
def resize_viewport(self, width: int, height: int) -> None:
"""Resize camera viewport."""
def shake(self, intensity: float, duration: float) -> None:
"""Apply camera shake effect."""
class OrthographicProjector:
"""Orthographic projection camera for 2D rendering."""
def __init__(self, window: arcade.Window = None):
"""Create orthographic projector."""
class PerspectiveProjector:
"""Perspective projection camera for 3D-like effects."""
def __init__(self, window: arcade.Window = None, fov: float = 60.0):
"""Create perspective projector."""
fov: float # Field of view in degreesdef generate_view_matrix(position: tuple[float, float], angle: float = 0) -> list:
"""
Generate view transformation matrix.
Args:
position: Camera position (x, y)
angle: Rotation angle in degrees
Returns:
4x4 transformation matrix
"""
def generate_orthographic_matrix(left: float, right: float, bottom: float, top: float,
near: float = -1000, far: float = 1000) -> list:
"""
Generate orthographic projection matrix.
Args:
left: Left clipping plane
right: Right clipping plane
bottom: Bottom clipping plane
top: Top clipping plane
near: Near clipping plane
far: Far clipping plane
Returns:
4x4 projection matrix
"""
def generate_perspective_matrix(fov: float, aspect: float, near: float, far: float) -> list:
"""
Generate perspective projection matrix.
Args:
fov: Field of view in degrees
aspect: Aspect ratio (width/height)
near: Near clipping plane
far: Far clipping plane
Returns:
4x4 projection matrix
"""import arcade
class CameraGame(arcade.Window):
def __init__(self):
super().__init__(1024, 768, "Camera Example")
self.player_list = None
self.wall_list = None
self.camera = None
def setup(self):
# Create camera
self.camera = arcade.Camera2D()
# Create sprites
self.player_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList()
# Player
self.player = arcade.Sprite(":resources:images/animated_characters/female_adventurer/femaleAdventurer_idle.png", 0.4)
self.player.center_x = 500
self.player.center_y = 300
self.player_list.append(self.player)
# Create walls for larger world
for x in range(-1000, 2000, 64):
wall = arcade.Sprite(":resources:images/tiles/grassMid.png")
wall.center_x = x
wall.center_y = 0
self.wall_list.append(wall)
def on_draw(self):
self.clear()
# Use camera
self.camera.use()
# Draw world
self.wall_list.draw()
self.player_list.draw()
def on_update(self, delta_time):
self.player_list.update()
# Follow player with camera
self.camera.move_to((self.player.center_x, self.player.center_y), 0.1)
def on_key_press(self, key, modifiers):
if key == arcade.key.LEFT:
self.player.change_x = -5
elif key == arcade.key.RIGHT:
self.player.change_x = 5
def on_key_release(self, key, modifiers):
if key in (arcade.key.LEFT, arcade.key.RIGHT):
self.player.change_x = 0
def main():
game = CameraGame()
game.setup()
arcade.run()
if __name__ == "__main__":
main()Install with Tessl CLI
npx tessl i tessl/pypi-arcade