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A Python game engine with physics, rendering, and input systems

Project description

PyG Engine

A Python game engine built on Pygame and Pymunk for 2D physics, rendering, and game development. Inspired by the Unity game engine's Monobehavior system with scriptable game objects, rigidbody and collider system. Built-in physics materials, update system, event system and mouse+keyboard input system. Built-in window resizing.

NOTE: This is in alpha development stage. Everything is under active development and large changes will likely be made. Also, its pronounced pig engine :)

Features

  • OOP Model: Simple game object implementation system
  • 2D Physics: Built-in physics via Pymunk
  • Input: Mouse and keyboard input handling
  • Components: Modular component-based architecture
  • Scripts: Dynamic script loading and execution
  • Camera: Flexible camera with multiple scaling modes
  • Event System: Thread-safe event-driven communication with priority-based handling
  • Documentation: Comprehensive CORE_SYSTEMS_GUIDE with examples and best practices

Installation

Requires Python 3.7+.

Dependencies:

  • pygame >= 2.5.0
  • pymunk >= 6.4.0

Install via pip:

pip install pyg-engine

Or install from source:

git clone <repository-url>
cd pyg-engine
pip install -e .

Quick Start

from pyg_engine import Engine, GameObject, Size
from pygame import Color, Vector2

# Create the engine
engine = Engine(
    size=Size(w=800, h=600),
    backgroundColor=Color(0, 0, 0),
    windowName="My Game"
)

# Create a game object (supports both tuple and Vector2 formats)
player = GameObject(
    name="Player",
    position=(400, 300),  # Can use tuple
    size=(50, 50),        # Can use tuple
    color=Color(255, 0, 0)
)

# Alternative using Vector2 objects:
# player = GameObject(
#     name="Player",
#     position=Vector2(400, 300),
#     size=Vector2(50, 50),
#     color=Color(255, 0, 0)
# )

# Add to engine
engine.addGameObject(player)

# Start the game loop
engine.start()

Examples

Run examples directly:

# List all available examples
python examples/__init__.py

# Run a specific example
python examples/basic_example.py
python examples/test.py
python examples/enhanced_mouse_example.py
python examples/enum_event_example.py
python examples/main.py
python examples/snake_game.py
python examples/performance_analysis.py
python examples/performance_test.py
python examples/visual_runnable_demo.py

Available examples:

  • basic_example.py - Basic engine setup and object creation
  • test.py - Basic gameobject creation, components, and scripts
  • main.py - Complete physics demo with collision detection, input, multiple game objects, and physics materials
  • enhanced_mouse_example.py - Advanced mouse interactions with physics
  • enum_event_example.py - Enum-based event handling example
  • snake_game.py - Simple snake game demo
  • performance_analysis.py - Performance profiling and analysis
  • performance_test.py - Performance test scenarios
  • visual_runnable_demo.py - Visual demo with runnables
  • mouse_test.py - Mouse input testing and validation
  • input_test.py - Input system testing and validation
  • using_no_display.py - Headless engine operation without display
  • global_dictionary_test.py - Global dictionary system testing
  • runnable_demo.py - Runnable system demonstration and testing

Documentation

See the docs/ directory for detailed guides:

  • CORE_SYSTEMS_GUIDE.md - Comprehensive guide to engine architecture, systems, and usage

Testing

Run the test suite (tests are located in the tests/ directory):

cd pyg_engine
python -m pytest tests/

Development

To set up the development environment:

pip install -e .

TODO

Known Bugs/QOL Issues:

QOL:

  • Components should be separate objects that can be passed into the add_component() function
  • Discrepancies in sizing. Box colliders should accept Size() or Tuples.
  • Needs better debug logs + distinguish between errors and console outputs
  • Need a texture system

BUGS:

  • Theres definitely some, but idk yet. Need to search more.
In Development:
  • Sprite rendering and physics
  • State machine
  • Animation system
  • Sprite colliders
  • Audio system
  • Coroutines and async services
  • More basic shapes
Planned:
  • Debug interface
  • File storage system
  • 2D lighting system

License

MIT License

Contributing

Contributions are welcome! Please feel free to submit a Pull Request.

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