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An ECS python game engine with Raylib

Project description

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Arepy is a lightweight ECS game engine for Python focused on making game code simple to read, easy to extend, and pleasant to iterate on.

It gives you a small but practical set of engine services out of the box: worlds, typed resource injection, 2D and 3D rendering through Raylib, built-in timers and animation helpers, and optional Dear ImGui integration for tools and debug UI.


Features

  • ECS architecture built for gameplay code
  • Typed resource injection for engine services and your own state objects
  • Raylib-backed 2D and 3D rendering
  • World-local Timers and Animator services
  • Optional Dear ImGui integration for tools, debug panels, and quick editors
  • Query filters with With[...] and Without[...]
  • Fluent entity builder API

Installation

From PyPI

pip install arepy

If you also want Dear ImGui support:

pip install "arepy[imgui]"

Local setup with uv

git clone https://github.com/Scr44gr/arepy.git
cd arepy
uv sync --extra docs

If you also want the optional ImGui extra:

uv sync --extra docs --extra imgui

Quick Start

This example creates a small world with one moving square.

from arepy import ArepyEngine, Color, Rect, Renderer2D, SystemPipeline, Time
from arepy.bundle.components import RigidBody2D, Transform
from arepy.ecs import Entity, Query, With
from arepy.math import Vec2

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


def movement_system(
    query: Query[Entity, With[Transform, RigidBody2D]],
    time: Time,
) -> None:
    for transform, rigid_body in query.iter_components(Transform, RigidBody2D):
        transform.position.x += rigid_body.velocity.x * time.delta_seconds
        transform.position.y += rigid_body.velocity.y * time.delta_seconds


def render_system(
    query: Query[Entity, With[Transform]],
    renderer: Renderer2D,
) -> None:
    renderer.start_frame()
    renderer.clear(color=WHITE)

    for transform, in query.iter_components(Transform):
        renderer.draw_rectangle(
            Rect(transform.position.x, transform.position.y, 32, 32),
            RED,
        )

    renderer.end_frame()


def main() -> None:
    engine = ArepyEngine(title="Arepy Quickstart", width=960, height=540)
    world = engine.create_world("main")

    world.create_entity().with_component(
        Transform(position=Vec2(40, 40))
    ).with_component(
        RigidBody2D(velocity=Vec2(90, 60))
    ).build()

    world.add_system(SystemPipeline.UPDATE, movement_system)
    world.add_system(SystemPipeline.RENDER, render_system)
    engine.set_current_world("main")
    engine.run()


if __name__ == "__main__":
    main()

Demo


Optional ImGui

If you install the imgui extra, Arepy exposes the real imgui module directly.

Use ImGui code inside SystemPipeline.RENDER_UI and let the engine handle the frame lifecycle.

from arepy import Display, SystemPipeline, imgui


def debug_ui(display: Display) -> None:
    is_open, _ = imgui.begin("Debug")
    if is_open:
        imgui.text("Hello from Arepy")
        if imgui.button("Rename window"):
            display.set_window_title("Debug")
    imgui.end()


world.add_system(SystemPipeline.RENDER_UI, debug_ui)

You do not need a wrapper class. You do not need to call imgui.new_frame() yourself. You do not need to call imgui.render() yourself.

See docs/guide/imgui.md and examples/imgui_minimal.py for the full workflow.


Core Concepts

Entities

Lightweight identifiers that represent objects in the game world:

entity = world.create_entity()

player = (world.create_entity()
          .with_component(Transform(position=Vec2(100, 100)))
          .with_component(PlayerController())
          .build())

empty_entity = world.create_entity().build()

Components

Pure data containers attached to entities:

from arepy.ecs import Component

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

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

Systems

Systems are plain functions. Their parameters describe what they need.

def damage_system(query: Query[Entity, With[Health, Weapon]]):
    for entity, health, weapon in query.iter_entities_components(Health, Weapon):
        if health.value <= 0:
            entity.kill()

Queries

Queries filter entities by component shape:

Query[Entity, With[Transform, Velocity]]
Query[Entity, Without[Dead]]
Query[Entity, tuple[With[Transform, Velocity], Without[Frozen]]]

Use iter_components(...) when you only need the component data:

def movement_system(
    query: Query[Entity, tuple[With[Transform, Velocity], Without[Frozen]]],
    time: Time,
) -> None:
    for transform, velocity in query.iter_components(Transform, Velocity):
        transform.position.x += velocity.x * time.delta_seconds
        transform.position.y += velocity.y * time.delta_seconds

Resources

Arepy can inject shared services like Renderer2D, Display, Time, Input, AssetStore, and your own resource objects directly into systems.

def hud_system(renderer: Renderer2D, time: Time) -> None:
    ...

That keeps function signatures explicit and avoids manual service lookup in most code.


Learn More


Testing

uv run pytest -q

To run the focused engine tests:

uv run pytest tests/test_engine_worlds.py tests/test_animator.py -q

Contributing

See CONTRIBUTING.md for the contributor workflow.


Requirements

  • Python 3.11+
  • Raylib 5.5.0+
  • Bitarray 3.8.1

License

This project is licensed under the MIT License. See LICENSE.


Acknowledgments

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