pygame-ecs


Namepygame-ecs JSON
Version 0.4.0 PyPI version JSON
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home_pageNone
SummaryPure Python, simple to use Entity Component System(ECS) for pygame
upload_time2024-09-07 20:37:57
maintainerNone
docs_urlNone
authorNone
requires_python>=3.7
licenseNone
keywords ecs component ecs entity entity component system pygame pygame-ce pygame_ecs system
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            # Pygame_ecs

An Pure Python, simple to use ECS( Entity Component System ) library for pygame.

To install it, do:
`pip install pygame-ecs`
then just import via: `import pygame_ecs`

## How it works

Create an entity

```python
entity = entity_manager.add_entity()
```

You can delete an entity like this:
```python
entity_manager.kill_entity(entity)
```

Components are just classes that hold data

```python
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

```python

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_entity(self, entity, 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
```py
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_entity(self, entity, 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()

component_manager = pygame_ecs.ComponentManager()
entity_manager = pygame_ecs.EntityManager(component_manager)
system_manager = pygame_ecs.SystemManager(entity_manager, component_manager)
ball_draw_system = BallDrawSystem(screen)
system_manager.add_system(ball_draw_system)
component_manager.init_components()

for _ in range(200):
    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))

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            raise SystemExit

    system_manager.update_entities()
    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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    "description": "# Pygame_ecs\n\nAn Pure Python, simple to use ECS( Entity Component System ) library for pygame.\n\nTo install it, do:\n`pip install pygame-ecs`\nthen just import via: `import pygame_ecs`\n\n## How it works\n\nCreate an entity\n\n```python\nentity = entity_manager.add_entity()\n```\n\nYou can delete an entity like this:\n```python\nentity_manager.kill_entity(entity)\n```\n\nComponents are just classes that hold data\n\n```python\nclass Position(pygame_ecs.BaseComponent):\n    def __init__(self, x: int, y: int):\n        super().__init__()\n        self.x = x\n        self.y = y\n```\n\nSystems are just classes that hold logic\n\n```python\n\nclass BallPhysics(pygame_ecs.BaseSystem):\n    def __init__(self, screen) -> None:\n        super().__init__(required_component_types=[Position, Velocity])\n        self.dt = 0\n        self.screen = screen\n\n    def update_entity(self, entity, entity_components):\n        pos: Position = entity_components[Position]\n        vel: Velocity = entity_components[Velocity]\n        pos.x += vel.vec.x * self.dt\n        pos.y += vel.vec.y * self.dt\n        if pos.x > WIDTH or pos.x < 0:\n            vel.vec.x *= -1\n        if pos.y > HEIGHT or pos.y < 0:\n            vel.vec.y *= -1\n\n```\n\n## Example Usage\n```py\nimport pygame\nimport pygame_ecs\nimport random\n\n\nclass Position(pygame_ecs.BaseComponent):\n    def __init__(self, x: int, y: int):\n        super().__init__()\n        self.x = x\n        self.y = y\n\n\nclass BallRenderer(pygame_ecs.BaseComponent):\n    def __init__(self, radius: int, color) -> None:\n        super().__init__()\n        self.radius = radius\n        self.color = color\n\n\nclass BallDrawSystem(pygame_ecs.BaseSystem):\n    def __init__(self, screen) -> None:\n        super().__init__(required_component_types=[Position, BallRenderer])\n        self.screen = screen\n\n    def update_entity(self, entity, entity_components):\n        pos: Position = entity_components[Position]\n        ball_renderer: BallRenderer = entity_components[BallRenderer]\n        pygame.draw.circle(\n            self.screen, ball_renderer.color, (pos.x, pos.y), ball_renderer.radius\n        )\n\n\nscreen = pygame.display.set_mode((800, 600))\nclock = pygame.time.Clock()\n\ncomponent_manager = pygame_ecs.ComponentManager()\nentity_manager = pygame_ecs.EntityManager(component_manager)\nsystem_manager = pygame_ecs.SystemManager(entity_manager, component_manager)\nball_draw_system = BallDrawSystem(screen)\nsystem_manager.add_system(ball_draw_system)\ncomponent_manager.init_components()\n\nfor _ in range(200):\n    center = (\n        random.randint(0, screen.get_width()),\n        random.randint(0, screen.get_height()),\n    )\n    radius = random.randint(4, 18)\n    color = [random.randint(0, 255) for _ in range(3)]\n    vel = pygame.math.Vector2(\n        (random.random() - 0.5) * 400 / 1000,\n        (random.random() - 0.5) * 400 / 1000,\n    )\n    entity = entity_manager.add_entity()\n    component_manager.add_component(entity, Position(center[0], center[1]))\n    component_manager.add_component(entity, BallRenderer(radius, color))\n\nwhile True:\n    for event in pygame.event.get():\n        if event.type == pygame.QUIT:\n            raise SystemExit\n\n    system_manager.update_entities()\n    pygame.display.update()\n    clock.tick(60)\n    pygame.display.set_caption(f\"FPS: {clock.get_fps()}\")\n```\n\n## Credits\n\nI'd like to give credit to https://www.youtube.com/watch?v=71RSWVyOMEY and https://github.com/seanfisk/ecs\nAs well as `dickerdackel` from pgc server and `SamieZaurus#8030` from UnitOfTime's server.\n",
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