A minimum Python-based game-engine backend library, designed to simplify and streamline the development process of game application.
Project description
Pigframe
Pigframe is a minimum Python-based game-engine backend library, designed to simplify and streamline the development process of game applications. Engineered with flexibility and ease of use in mind, Pigframe provides a robust set of tools and functions that enable developers to create immersive and dynamic gaming experiences.
Key Features:
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Component-Based Architecture: Pigframe adopts a component-based approach, allowing for modular and scalable game development. This architecture facilitates easy addition, modification, and management of game elements.
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Intuitive Scene Management: Manage game scenes seamlessly with Pigframe's intuitive scene transition and control system. This feature allows for smooth transitions and efficient scene organization.
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Efficient Entity-Component System: At the heart of Pigframe is an efficient entity-component system (ECS), which promotes a clean separation of concerns and enhances performance.
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Pythonic Simplicity: Designed with Python's philosophy of simplicity and readability, Pigframe is ideal for those learning game development or individual developers seeking an accessible yet powerful tool.
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Versatile Integration: Pigframe is optimized to work seamlessly with popular Python game libraries like Pyxel and Pygame, making it a perfect choice for diverse and creative game development projects.
Getting Started:
To get started with Pigframe, simply install the package using pip:
pip install pigframe
Contributing:
Contributions to Pigframe are welcome! Whether it's bug reports, feature requests, or code contributions, your input is valuable in making Pigframe better for everyone.
User guide:
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import module
from pigframe.world import World, System, Event, Screen, Component
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create your own world class which has entities, components, systems, events and screens. It is the core of the game.
# Implement World class for your own project. class App(World): def __init__(self): super().__init__() self.init() # write initial process which is unique to the game engine and the game you develop. ... # other game engine unique methods. app = App()
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create and remove entity
# Create entity to world. entity = app.create_entity() # -> int: entity ID # Remove entity from world. app.remove_entity(entity) # deletes from entites list
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add components to entity
# Add component to entity ID. # Components are recorded as values where entity ID is the key inside dict. # Component instance are created automatically. app.add_component_to_entity(entity, ComponentA, component_args) # ComponentA is not an instance of Component but type. app.add_component_to_entity(entity, ComponentB, component_args) # ComponentB is not an instance of Component but type. # getter app.get_component(ComponentA) # Returns the list of tuple: entity id which has ComponentA, component implementation. app.get_components(ComponentA, ComponentB) # Returns the list of tuple: entity id which has ComponentA and ComponentB, component implementations.
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use component values inside system, event and screen
# Example of using get_components() method. class SystemA(System): def process(self): for ent, (component_a, component_b) in self.world.get_components(ComponentA, ComponentB): """ Returns ------- list: list of tuple: entity id, list of components """ component_a.x += component_b.x component_a.y += component_b.x
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use entity
# Example of using entity object class EventA(Event): def __process(self): player = self.world.get_entity_object(entity = 0) """ Returns ----------- dict: entity object key: component type value: component """
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add scenes to world
# Add scenes to world. app.add_scenes(["launch", "game", "result", "settings"]) # scenes getter app.sceneces # -> [["launch", "game", "result", "settings"]
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add/remove system to/from world
# Add screen to a scene of world. Be sure you have added scenes before adding screens. # System instance are created automatically. app.add_system_to_scenes(SystemA, "launch", priority = 0, system_args) # system with its lower priority than the other systems is executed in advance., by default 0. # For here, SystemA().process() runs first in "launch" scene. app.add_system_to_scenes(SystemA, "game", priority = 0, system_args) app.add_system_to_scenes(SystemB, "launch", priority = 1) # Remove system from scene. app.remove_system_from_scene(SystemA, ["launch", "game"], system_args = system_args)
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add/remove screen to/from world
# Add screen to a scene of world. Be sure you have added scenes before adding screens. # Screen instance are created automatically. app.add_screen_to_scenes(ScreenA, "launch", priority = 0) app.add_screen_to_scenes(ScreenB, "launch", priority = 0) app.add_screen_to_scenes(ScreenC, "game", priority = 0, screen_args) # Remove screen from scene. app.remove_screen_from_scene(ScreenB, "launch")
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add/remove event to/from world
# Add an event, event triger to a scene of world. Be sure you have added scenes before adding events. # Event instance are created automatically. app.add_event_to_scene(EventA, "game", callable_triger, priority = 0) # Remove event from scene. app.remove_event_from_scene(EventA, "game")
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add scene transitions settings
app.add_scene_transition(scene_from = "launch", scene_to = "game", triger = callable_triger) # triger has to be callable.
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execute systems, events and draw screens
# Pyxel Example class App(World): ... def run(self): pyxel.run(self.update, self.draw) def update(self): self.process() # World class has process method. # process method calls these internal methods below. # 1. process_systems() # 1. process_events() # 1. level_manager.process() def draw(self): self.process_screens()
# Pygame Example class App(World): ... def run(self): while self.running: self.update() self.draw() def update(self): self.process() def draw(self): self.process_screens()
Examples
game engine | example | contents |
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Pygame | control a ball | examples of system, event, component, entity and world implementations |
Pyxel | control a ball | examples of system, event, component, entity and world implementations |
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