Create a 2D Game with Python and the Arcade Library

Here, we will explain how to create a 2D game with Python and the Arcade library:

Create a Virtual Environment

First, create the virtual environment using the below commands

python -m venv env 
.\env\Scripts\activate.ps1

Install Arcade Library

To create the 2D game with Python, the initial step involves installing the Arcade library. Use the following command for installation:

pip install arcade

Create a 2D Game with Python and the Arcade Library

We have a task to create a 2D game with Python and the Arcade library. In this article, we will demonstrate how to create a 2D game using Python and the Arcade library.

What is Arcade Library?

The Arcade library in Python is a modern framework designed for creating 2D games and graphical applications. It provides a user-friendly and intuitive interface for handling game development tasks, including input handling, rendering, and sound. Arcade simplifies the game development process with its clean and straightforward API, making it suitable for both beginners and experienced developers.

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Create a 2D Game with Python and the Arcade Library

Here, we will explain how to create a 2D game with Python and the Arcade library:...

Code Explanation

Here, the step-by-step explanation of 2D game with Python and the Arcade library in Python:...

Complete Code

import arcade # Constants SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 BALL_RADIUS = 10 PADDLE_WIDTH = 10 PADDLE_HEIGHT = 100 PADDLE_SPEED = 10 BALL_SPEED = 5 class PongGame(arcade.Window): def __init__(self): super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, "Pong") self.player1_y = SCREEN_HEIGHT // 2 self.player2_y = SCREEN_HEIGHT // 2 self.ball_x = SCREEN_WIDTH // 2 self.ball_y = SCREEN_HEIGHT // 2 self.ball_dx = BALL_SPEED self.ball_dy = BALL_SPEED self.player1_score = 0 self.player2_score = 0 self.keys_pressed = set() self.winning_score = 5 self.game_over_printed = False def on_draw(self): arcade.start_render() arcade.draw_text(f"Player 1: {self.player1_score}", 10, SCREEN_HEIGHT - 30, arcade.color.WHITE, 20) arcade.draw_text(f"Player 2: {self.player2_score}", SCREEN_WIDTH - 140, SCREEN_HEIGHT - 30, arcade.color.WHITE, 20) arcade.draw_rectangle_filled(PADDLE_WIDTH / 2, self.player1_y, PADDLE_WIDTH, PADDLE_HEIGHT, arcade.color.WHITE) arcade.draw_rectangle_filled(SCREEN_WIDTH - PADDLE_WIDTH / 2, self.player2_y, PADDLE_WIDTH, PADDLE_HEIGHT, arcade.color.WHITE) arcade.draw_circle_filled(self.ball_x, self.ball_y, BALL_RADIUS, arcade.color.WHITE) def update(self, delta_time): if self.player1_score >= self.winning_score or self.player2_score >= self.winning_score: return # Stop updating the game if it's over self.move_paddles() self.ball_x += self.ball_dx self.ball_y += self.ball_dy # Collision detection with top and bottom walls if self.ball_y <= BALL_RADIUS or self.ball_y >= SCREEN_HEIGHT - BALL_RADIUS: self.ball_dy *= -1 # Collision detection with paddles if (self.ball_x - BALL_RADIUS <= PADDLE_WIDTH and self.player1_y - PADDLE_HEIGHT / 2 <= self.ball_y <= self.player1_y + PADDLE_HEIGHT / 2) \ or (self.ball_x + BALL_RADIUS >= SCREEN_WIDTH - PADDLE_WIDTH and self.player2_y - PADDLE_HEIGHT / 2 <= self.ball_y <= self.player2_y + PADDLE_HEIGHT / 2): self.ball_dx *= -1 # Scoring if self.ball_x <= 0: self.player2_score += 1 self.reset_ball() elif self.ball_x >= SCREEN_WIDTH: self.player1_score += 1 self.reset_ball() if self.player1_score >= self.winning_score or self.player2_score >= self.winning_score: self.game_over() def reset_ball(self): self.ball_x = SCREEN_WIDTH // 2 self.ball_y = SCREEN_HEIGHT // 2 self.ball_dx = BALL_SPEED self.ball_dy = BALL_SPEED def move_paddles(self): if arcade.key.W in self.keys_pressed: self.player1_y += PADDLE_SPEED if arcade.key.S in self.keys_pressed: self.player1_y -= PADDLE_SPEED if arcade.key.UP in self.keys_pressed: self.player2_y += PADDLE_SPEED if arcade.key.DOWN in self.keys_pressed: self.player2_y -= PADDLE_SPEED def game_over(self): # Determine the winner based on scores if self.player1_score > self.player2_score: winner = "Player 1" elif self.player2_score > self.player1_score: winner = "Player 2" else: winner = "It's a tie" # Print the winner if not self.game_over_printed: print(f"Game Over! {winner} wins!") print("Press 'R' to restart the game.") self.game_over_printed = True def restart_game(self): self.player1_y = SCREEN_HEIGHT // 2 self.player2_y = SCREEN_HEIGHT // 2 self.player1_score = 0 self.player2_score = 0 self.reset_ball() self.game_over_printed = False def on_key_press(self, key, modifiers): self.keys_pressed.add(key) if key == arcade.key.R: # Restart game when 'R' key is pressed self.restart_game() def on_key_release(self, key, modifiers): self.keys_pressed.remove(key) if key in self.keys_pressed else None def main(): game = PongGame() arcade.run() if __name__ == "__main__": main()...

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