Skip to main content

A minimum Python-based game-engine backend library, designed to simplify and streamline the development process of game application.

Project description

Pigframe

Pigframe

日本語版 README

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:

  • 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.

  • 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.

  • 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.

  • 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.

  • 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:

  • import module

    from pigframe.world import World, System, Event, Screen, Component
    
  • 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()
    
  • 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
    
  • add/remove components to entity

    • 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_argsA) # ComponentA is not an instance of Component but type.
      app.add_component_to_entity(entity, ComponentB, component_argsB) # 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. 
      
    • remove components from entity

      app.add_component_to_entity(ent, ComponentA, component_argsA)
      app.add_component_to_entity(ent, ComponentB, component_argsB)
      app.remove_component_from_entity(ent, ComponentA) # remove single component instance from entity
      
      app.add_component_to_entity(ent, ComponentC, component_argsC)
      app.remove_components_from_entity(ent, ComponentB, ComponentC) # remove components instances from entity
      
  • 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
    
  • 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
            """
    
  • add scenes to world

    # Add scenes to world.
    app.add_scenes(["launch", "game", "result", "settings"])
    # scenes getter
    app.sceneces # -> [["launch", "game", "result", "settings"]
    
  • 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)
    
  • 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")
    
  • 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")
    
  • add scene transitions settings

    app.add_scene_transition(scene_from = "launch", scene_to = "game", triger = callable_triger)
    # triger has to be callable.
    
  • 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. scene_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
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.

Project details


Download files

Download the file for your platform. If you're not sure which to choose, learn more about installing packages.

Source Distribution

pigframe-0.0.9.2.tar.gz (412.4 kB view hashes)

Uploaded Source

Built Distribution

pigframe-0.0.9.2-py3-none-any.whl (20.4 kB view hashes)

Uploaded Python 3

Supported by

AWS AWS Cloud computing and Security Sponsor Datadog Datadog Monitoring Fastly Fastly CDN Google Google Download Analytics Microsoft Microsoft PSF Sponsor Pingdom Pingdom Monitoring Sentry Sentry Error logging StatusPage StatusPage Status page