**quadplay✜** Fantasy Console by [Casual Effects](https://casual-effects.com)

quadplay✜

![](../examples/starter/label128.png) [Starter](../console/quadplay.html?game=quad://examples/starter&IDE=1) is a project with a basic setup from which you can build your own.

![](../examples/helloworld/label128.png) [Hello, World](../console/quadplay.html?game=quad://examples/helloworld&IDE=1) is a minimal example of a program with one mode, one asset, and no sections or optional elements, and that simply puts text on the screen.

![](../examples/rpg/label128.png) [RPG Demo](../console/quadplay.html?game=quad://examples/rpg&IDE=1) is a simple example of a single-player RPG game design: - Multiple [modes](#modes): Play, Inventory, and Shop - Multi-layer map - Player movement with obstructions - NPC interaction

![](../examples/dual-stick/label128.png) [Dual-Stick Example](../console/quadplay.html?game=quad://examples/dual-stick&IDE=1) shows how to use dual-stick controls. The body of the tank is controlled by player 1 and the turret is controlled by player 2. When using a dual-stick game controller or keyboard, a single player can also use the right stick or right side of the keyboard to control the turret. - Dual-stick controls - Working with angles - Entity parenting - 320x180 resolution

![](../examples/robot/label128.png) [Robot Example](../console/quadplay.html?game=quad://examples/robot&IDE=1) shows how to create and animate a deep entity hierarchy. - Entity parenting - Pivots that are not at the center of sprites - Using scale and rotation together - Graphics tricks for reflections

![](../examples/animation/label128.png) [Animation Example](../console/quadplay.html?game=quad://examples/animation&IDE=1) shows how to handle complicated sprite animations. - Sprite animations - Basic jumping physics - Changing direction - Modular items

![](../examples/vehicles/label128.png) [Vehicles Example](../console/quadplay.html?game=quad://examples/vehicles&IDE=1) contains examples of several vehicle controls from a free-direction top-down perspective. - 2.5D camera perspective - Using the ⓔ and ⓕ buttons - Simple vehicle simulation for control feel - Entities with moving child parts - 2.5D sprite stacking - Dynamic shadows - Minimap

![](../examples/fluid/label128.png) [Fluid Example](../console/quadplay.html?game=quad://examples/fluid&IDE=1) is a cellular automata fluid flow simulation with gravity and pressure.

![](../examples/roguelike/label128.png) [Roguelike Example](../console/quadplay.html?game=quad://examples/roguelike&IDE=1) uses the roguelike sprite set for tilemap rendering with a simple text-heavy UI section.

![](../examples/accel_demo/label128.png) [Acceleration Curve Example](../console/quadplay.html?game=quad://examples/accel_demo&IDE=1) is a simple demonstration of how various acceleration curves feel, changing only three constants: top speed, acceleration time and deceleration time. Up and down change the constants to fit different games.

![](../examples/boids/label128.png) [Boids Example](../console/quadplay.html?game=quad://examples/boids&IDE=1) implements the famous ["boids" flocking algorithm](https://en.wikipedia.org/wiki/Boids).

![](../examples/clouds/label128.png) [Clouds Example](../console/quadplay.html?game=quad://examples/clouds&IDE=1) demonstrates per-pixel graphics and multi-octave `noise()` functions. The virtual GPU is fast enough to process one point per pixel, but this technique is not recommended in general because the computations to produce the points tend to be too slow, even if this simple.

![](../examples/entity/label128.png) [Clouds Example](../console/quadplay.html?game=quad://examples/enity&IDE=1) Shows different ways of constructing entities with text and sprites.

![](../examples/physics/label128.png) [Physics Example](../console/quadplay.html?game=quad://examples/physics&IDE=1) shows all of the features of the physics engine, including the debugging visualization.

![](../examples/text/label128.png) [Text Example](../console/quadplay.html?game=quad://examples/text&IDE=1) shows how to use `replace()`, `draw_text()`, `join()`, `format_number()`, and `draw_sprite_corner_rect()` to build text-heavy interfaces.

![](../examples/fontpreview/label128.png) [Font Preview](../console/quadplay.html?game=quad://examples/fontpreview&IDE=1) shows how to render text in various styles and acts as a tool for previewing fonts when creating new ones. Use the arrow keys to scroll down and see more examples in the program, and edit the `game.json` file to see a different font.

![](../examples/highscore/label128.png) [High Score Example](../console/quadplay.html?game=quad://examples/highscore&IDE=1) demonstrates `load_local()` and `save_local()` to maintain a high score list, with `push_mode()` for creating a popup dialog.

![](../examples/vaporwave/label128.png) [Vaporwave Example](../console/quadplay.html?game=quad://examples/vaporwave&IDE=1) uses pseudo-3D techniques of pre-rendered sprites and polygon meshes.

![](../examples/sproing/label128.png) [Sproing Example](../console/quadplay.html?game=quad://examples/sproing&IDE=1) shows a squash and stretch effect for transforming sprites.

![](../examples/perceptual_color/label128.png) [Perceptual Color](../console/quadplay.html?game=quad://examples/perceptual_color&IDE=1) shows the difference between `perceptual_lerp_color()` and `lerp()`.

![](../examples/zcar/label128.png) [Z-Car Example](../console/quadplay.html?game=quad://examples/zcar&IDE=1) draws a 3D wireframe car using 2.5D graphics and CRT orange-screen retro phosophor effects.

![](../examples/lift_team/label128.png) [Lift Team](../console/quadplay.html?game=quad://examples/lift_team&IDE=1) combines physics and dynamic constraints for an asymmetric platformer setup, where one player flies a helicopter that can lift the other player's mech.

![](../examples/sequence_demo/label128.png) [Sequence Demo (transition effect)](../console/quadplay.html?game=quad://examples/sequence_demo&IDE=1) Shows how to use the sequence function to create a transition effect, which is factored out into an easy to drop in library. The sequence function lets choreograph series of frame hooks one after the other.

![](../examples/speedstreet/label128.png) [Speed Street](../console/quadplay.html?game=quad://examples/speedstreet&IDE=1) is the setup for a four-player competitive racing game inspired by [_Excitebike_](https://en.wikipedia.org/wiki/Excitebike) and Tony Hawk games, using: - Entity hierarchy - Simple custom physics - Orthographic 2.5D graphics - Coordinates with +Y pointing up - `sprite_override_color`

![](../examples/planetgen/label128.png) [Planet Generator](../console/quadplay.html?game=quad://examples/planetgen&IDE=1) uses built-in assets to create random 3D planets with moons, stars, atmosphere, and rings.

![](../examples/touch/label128.png) [Touch Example](../console/quadplay.html?game=quad://examples/touch&IDE=1) uses the mouse/touch API.