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An ECS python game engine with Raylib

Project description

Arepy 🎮

Upload Python Package codecov Python 3.10+ License: MIT

Arepy is a modern ECS (Entity Component System) game engine written in Python, featuring seamless integration with Raylib for graphics and ImGui for debugging interfaces.

✨ Features

  • 🚀 High-performance ECS architecture - Optimized entity-component-system design
  • 🎨 Raylib integration - Hardware-accelerated 2D graphics
  • 🛠️ ImGui debugging - Real-time debugging and profiling tools
  • 🔧 Component pools - Memory-efficient component management
  • 🎯 Query system - Flexible entity filtering with With/Without queries
  • 📦 Easy to use - Simple and intuitive API design
  • 🏗️ Entity builder - Fluent interface for entity creation

📖 Installation

From PyPI

pip install arepy

Development Installation

git clone https://github.com/Scr44gr/arepy.git
cd arepy
pip install -e ".[testing]"

🚀 Quick Start

Basic Example - Moving Square

Create a simple red square that moves across the screen:

from arepy import ArepyEngine, Color, Rect, Renderer2D, SystemPipeline
from arepy.bundle.components.rigidbody_component import RigidBody2D
from arepy.bundle.components.transform_component import Transform
from arepy.ecs import Entities, Query, With
from arepy.math import Vec2

# Colors
WHITE = Color(255, 255, 255, 255)
RED = Color(255, 0, 0, 255)

def movement_system(query: Query[Entities, With[Transform, RigidBody2D]], renderer: Renderer2D):
    """System that updates entity positions based on velocity."""
    delta_time = renderer.get_delta_time()
    
    for entity in query.get_entities():
        transform = entity.get_component(Transform)
        velocity = entity.get_component(RigidBody2D).velocity
        
        # Update position
        transform.position.x += velocity.x * delta_time
        transform.position.y += velocity.y * delta_time

def render_system(query: Query[Entities, With[Transform, RigidBody2D]], renderer: Renderer2D):
    """System that renders all entities with transform and rigidbody components."""
    renderer.start_frame()
    renderer.clear(color=WHITE)
    
    for entity in query.get_entities():
        transform = entity.get_component(Transform)
        renderer.draw_rectangle(
            Rect(transform.position.x, transform.position.y, 50, 50),
            color=RED
        )
    renderer.end_frame()

if __name__ == "__main__":
    game = ArepyEngine(
        title="Arepy Example",
    )
    
    # Create a world
    world = game.create_world("main_world")
    
    # Create an entity with components
    entity = (world.create_entity()
              .with_component(Transform(position=Vec2(0, 0)))
              .with_component(RigidBody2D(velocity=Vec2(50, 10)))
              .build())
    
    # Register systems
    world.add_system(SystemPipeline.UPDATE, movement_system)
    world.add_system(SystemPipeline.RENDER, render_system)
    
    # Set as current world and run
    game.set_current_world("main_world")
    game.run()

Demo

🏗️ Core Concepts

Entities

Entities are lightweight identifiers that represent game objects:

# Create an entity
entity = world.create_entity()

# Or use the builder pattern
player = (world.create_entity()
          .with_component(Transform(position=Vec2(100, 100)))
          .with_component(PlayerController())
          .build())

Components

Components are pure data containers:

from arepy.ecs import Component

class Health(Component):
    def __init__(self, value: int = 100):
        self.value = value
        self.max_value = value

class Weapon(Component):
    def __init__(self, damage: int = 10, range: float = 100.0):
        self.damage = damage
        self.range = range

Systems

Systems contain the game logic and operate on entities with specific components:

def damage_system(query: Query[Entity, With[Health, Weapon]]):
    """System that processes combat between entities."""
    for entity in query.get_entities():
        health = entity.get_component(Health)
        weapon = entity.get_component(Weapon)
        
        # Game logic here
        if health.value <= 0:
            entity.kill()

Queries

Queries allow you to filter entities based on their components:

# Entities WITH specific components
Query[Entity, With[Transform, Velocity]]

# Entities WITHOUT specific components  
Query[Entity, Without[Dead]]

# Complex combinations (planned feature)
Query[Entity, With[Transform, Velocity], Without[Frozen]]

🧪 Testing

Run the comprehensive test suite:

# Run all tests
pytest

# Run with coverage
pytest --cov=arepy --cov-report=html

# Run specific test file
pytest tests/test_registry.py -v

🤝 Contributing

We welcome contributions! Please see our Contributing Guide for details.

  1. Fork the repository
  2. Create a feature branch (git checkout -b feature/amazing-feature)
  3. Make your changes and add tests
  4. Ensure tests pass (pytest)
  5. Commit your changes (git commit -m 'Add amazing feature')
  6. Push to the branch (git push origin feature/amazing-feature)
  7. Open a Pull Request

📋 Requirements

  • Python 3.10+
  • Raylib 5.5.0+
  • Bitarray 3.4.2+

🗺️ Roadmap

  • Advanced Query System - Support for complex component combinations
  • Scene Management - Built-in scene loading and transitions
  • Asset Pipeline - Better streamlined asset loading and management
  • Physics Integration - Built-in 2D/3D physics systems
  • Audio System - Comprehensive audio management
  • Networking - Multiplayer game support
  • Visual Editor - GUI editor for game development

📄 License

This project is licensed under the MIT License - see the LICENSE file for details.

🙏 Acknowledgments


Made with ❤️ by Abrahan Gil

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