Annotation-based asynchronous ECS library
Project description
ECS library
This is a library for python containing an interpretation of ECS design pattern.
Features
- You can add components during the game and entity will be automatically registered to a system if needed
- You can write somewhat asynchronous systems (using yield to skip a frame)
Interpretation
- Entity is a javascript-style object (
entity.name == entity['name']
) - Component is entity's attribute
- System is an entity describing an interaction between N entities
- 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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