Bomberman Gameplay Internals¶
Mini Arcade now includes a small core toolkit for bomb-and-arena arcade games.
This layer is meant for Bomberman-style prototypes and other games built around:
arena tile maps
timed bombs
directional blast propagation
chain reactions
destructible blocks
short-lived hazard fields
What lives in core¶
Core built-ins:
ArenaTilearena_tile_map_from_strings(...)BombStateBombFieldBombPlacementBindingBombPlacementSystemBombFuseBindingBombFuseSystemExplosionCellStateExplosionFieldExplosionLifetimeBindingExplosionLifetimeSystemChainReactionBindingChainReactionSystemDestructibleTileBindingDestructibleTileSystemHazardCollisionBindingHazardCollisionSystemblast_cells(...)spawn_explosion_from_bomb(...)
Source module:
packages/mini-arcade-core/src/mini_arcade_core/scenes/systems/builtins/bomberman.py
Arena tiles¶
ArenaTile standardizes the common tile categories used by bomb-based grid
games:
FLOORSOLIDBREAKABLESPAWNVOID
arena_tile_map_from_strings(...) lets a game define those tiles from ASCII
rows instead of building the map cell by cell.
Bomb placement and fuse timing¶
BombPlacementSystem is the reusable rule for:
checking whether placement is requested
checking whether the target cell is walkable
enforcing one bomb per cell
enforcing per-owner active bomb limits
inserting the new
BombState
BombFuseSystem handles the countdown side:
tick fuse timers
remove expired bombs from
BombFieldinvoke game-specific detonation callbacks
That keeps placement capacity and fuse timing reusable while game code stays in control of scoring, audio, and visuals.
Blast propagation and chain reactions¶
blast_cells(...) computes directional explosion coverage from one origin.
The propagation rules are reusable and match the common pattern:
include the origin cell
stop at solid walls
include a breakable tile, then stop
stop at out-of-bounds or void cells
spawn_explosion_from_bomb(...) is a convenience helper that translates a
detonated BombState into live cells in an ExplosionField.
ChainReactionSystem then handles the next rule layer: bombs touched by active
explosion cells can be forced to detonate early.
Destruction and hazards¶
DestructibleTileSystem turns breakable tiles into a replacement tile when
active explosion cells overlap them.
HazardCollisionSystem is the generic damage/hit layer for any target type.
Games supply:
which cells are hazardous
which targets to test
how to read a target cell
what to do on a hit
This keeps player death, enemy damage, item ignition, and similar effects out of the tile/explosion data structures themselves.
Explosion lifetime¶
ExplosionField stores short-lived active flame cells.
ExplosionLifetimeSystem ticks those cells down and removes them when their
TTL expires. This is the reusable cleanup layer for Bomberman-style hazards.
What is intentionally not in core¶
Core does not include a full Bomberman ruleset.
Still game-specific:
player movement rules and collision feel
enemy AI and stage progression
score and versus mode rules
item catalogs and pickup effects
bomb kick, throw, or remote-detonation behaviors
art, audio, HUD, and exact map content
Those should live in game code on top of the reusable arena/bomb primitives above.