Pure Python, simple to use Entity Component System(ECS) for pygame
Project description
Pygame_ecs
An Pure Python, simple to use ECS library for pygame.
How it works
Create an entity
entities = []
entity = entity_manager.add_entity(component_manager)
entities.append(entity)
You can delete an entity like this:
entity = entities[random.randint(0, len(entities) - 1)]
entity_manager.kill_entity(component_manager, entity)
entities.remove(entity)
Components are just classes that hold data
class Position(pygame_ecs.BaseComponent):
def __init__(self, x: int, y: int):
super().__init__()
self.x = x
self.y = y
Systems are just classes that hold logic
class BallPhysics(pygame_ecs.BaseSystem):
def __init__(self, screen) -> None:
super().__init__(required_component_types=[Position, Velocity])
self.dt = 0
self.screen = screen
def update(self, entity_components):
pos: Position = entity_components[Position]
vel: Velocity = entity_components[Velocity]
pos.x += vel.vec.x * self.dt
pos.y += vel.vec.y * self.dt
if pos.x > WIDTH or pos.x < 0:
vel.vec.x *= -1
if pos.y > HEIGHT or pos.y < 0:
vel.vec.y *= -1
Example Usage
import pygame
import pygame_ecs
import random
class Position(pygame_ecs.BaseComponent):
def __init__(self, x: int, y: int):
super().__init__()
self.x = x
self.y = y
class BallRenderer(pygame_ecs.BaseComponent):
def __init__(self, radius: int, color) -> None:
super().__init__()
self.radius = radius
self.color = color
class BallDrawSystem(pygame_ecs.BaseSystem):
def __init__(self, screen) -> None:
super().__init__(required_component_types=[Position, BallRenderer])
self.screen = screen
def update(self, entity_components):
pos: Position = entity_components[Position]
ball_renderer: BallRenderer = entity_components[BallRenderer]
pygame.draw.circle(
self.screen, ball_renderer.color, (pos.x, pos.y), ball_renderer.radius
)
screen = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
entity_manager = pygame_ecs.EntityManager()
component_manager = pygame_ecs.ComponentManager()
system_manager = pygame_ecs.SystemManager()
ball_draw_system = BallDrawSystem(screen)
component_manager.init_components()
entities = []
for _ in range(100):
center = (
random.randint(0, screen.get_width()),
random.randint(0, screen.get_height()),
)
radius = random.randint(4, 18)
color = [random.randint(0, 255) for _ in range(3)]
vel = pygame.math.Vector2(
(random.random() - 0.5) * 400 / 1000,
(random.random() - 0.5) * 400 / 1000,
)
entity = entity_manager.add_entity()
component_manager.add_component(entity, Position(center[0], center[1]))
component_manager.add_component(entity, BallRenderer(radius, color))
entities.append(entity)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
raise SystemExit
system_manager.update_entities(entities, component_manager, ball_draw_system)
pygame.display.update()
clock.tick(60)
pygame.display.set_caption(f"FPS: {clock.get_fps()}")
Credits
I'd like to give credit to https://www.youtube.com/watch?v=71RSWVyOMEY and https://github.com/seanfisk/ecs
As well as dickerdackel
from pgc server and SamieZaurus#8030
from UnitOfTime's server.
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