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Annotation-based asynchronous ECS library

Project description

ECS library

This is a library for python containing an interpretation of ECS design pattern.

Features

  1. You can add components during the game and entity will be automatically registered to a system if needed
  2. You can write somewhat asynchronous systems (using yield to skip a frame)

Interpretation

  1. Entity is a javascript-style object (entity.name == entity['name'])
  2. Component is entity's attribute
  3. System is an entity describing an interaction between N entities
  4. Metasystem is a system that launches other systems

Usage

You can also see girvel/metaworld, ecs is written for it.

from ecs import Metasystem, create_system
import time


# 1. You create a metasystem
ms = Metasystem()

dt = 0.04

# 2. You create systems and add them to metasystem
@ms.add
@create_system
def gravity(
    object: 'vy',  # object is any entity with 'vy' component
    constants: 'g',  # constants is any entity with 'g' component
):
    object.vy += constants.g * dt

@ms.add
@create_system
def inertion(object: 'x, y, vx, vy'):
    object.x += object.vx * dt
    object.y += object.vy * dt

@ms.add
@create_system
def output(object: 'name, x, y'):
    yield from range(int(1 / dt) - 1)  # skips 24 out of 25 frames
    print(f'{object.name}: {object.x:.2f}, {object.y:.2f}')

# 3. You create objects
ms.create(name='falling_guy1', x=0, y=0, vx=0, vy=0)
ms.create(name='falling_guy2', x=100, y=0, vx=0, vy=0)
ms.create(g=10)

# 4. Game loop
while True:
    ms.update()
    time.sleep(dt)

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