ecs_pattern
ecs_pattern copied to clipboard
ECS pattern (Entity Component System) for creating games on python
.. http://docutils.sourceforge.net/docs/user/rst/quickref.html
======================================================================================================================== ecs_pattern 🚀
Implementation of the ECS pattern (Entity Component System) for creating games.
Make a game instead of architecture for a game.
Документация на Русском <https://github.com/ikvk/ecs_pattern/blob/master/_docs/README_RUS.rst#ecs_pattern->
_.
.. image:: https://img.shields.io/pypi/dm/ecs_pattern.svg?style=social
=============== ==================================================================================== Python version 3.3+ License Apache-2.0 PyPI https://pypi.python.org/pypi/ecs_pattern/ Dependencies dataclasses before 3.7, typing before 3.5 Repo mirror https://gitflic.ru/project/ikvk/ecs-pattern =============== ====================================================================================
.. contents::
Intro
| ECS - Entity-Component-System - it is an architectural pattern created for game development.
It is great for describing a dynamic virtual world.
Basic principles of ECS:
- Composition over inheritance
- Data separated from logic (Data Oriented Design)
| Component - Property with object data | Entity - Container for properties | System - Data processing logic | EntityManager - Entity database | SystemManager - Container for systems
Installation
::
$ pip install ecs-pattern
Guide
.. code-block:: python
from ecs_pattern import component, entity, EntityManager, System, SystemManager
- Describe components - component
- Describe entities based on components - entity
- Distribute the responsibility of processing entities by systems - System
- Store entities in entity manager - EntityManager
- Manage your systems with SystemManager
Component
| Property with object data. Contains only data, no logic.
| The component is used as a mixin in entities.
| Use the ecs_pattern.component decorator to create components.
| Technically this is python dataclass.
.. code-block:: python
@component
class ComPosition:
x: int = 0
y: int = 0
@component
class ComPerson:
name: str
health: int
Entity
| Container for properties. Consists of components only.
| It is forbidden to add attributes to an entity dynamically.
| Use the ecs_pattern.entity decorator to create entities.
| Technically this is python dataclass with slots=True.
.. code-block:: python
@entity
class Player(ComPosition, ComPerson):
pass
@entity
class Ball(ComPosition):
pass
System
| Entity processing logic.
| Does not contain data about entities and components.
| Use the ecs_pattern.System abstract class to create concrete systems:
.. code-block:: python
class SysInit(System):
def __init__(self, entities: EntityManager):
self.entities = entities
def start(self):
self.entities.init(
TeamScoredGoalEvent(Team.LEFT),
Spark(spark_sprite(pygame.display.Info()), 0, 0, 0, 0)
)
self.entities.add(
GameStateInfo(play=True, pause=False),
WaitForBallMoveEvent(1000),
)
class SysGravitation(System):
def __init__(self, entities: EntityManager):
self.entities = entities
def update(self):
for entity_with_pos in self.entities.get_with_component(ComPosition):
if entity_with_pos.y > 0:
entity_with_pos.y -= 1
EntityManager
| Container for entities.
| Use the ecs_pattern class.EntityManager for creating an entity manager.
| Time complexity of get_by_class and get_with_component - like a dict
| *entities.add* - Add entities.
| *entities.delete* - Delete entities.
| *entities.delete_buffer_add* - Save entities to the delete buffer to delete later.
| *entities.delete_buffer_purge* - Delete all entities in the deletion buffer and clear the buffer.
| *entities.init* - Let manager know about entities. KeyError are raising on access to unknown entities.
| *entities.get_by_class* - Get all entities of the specified classes. Respects the order of entities.
| *entities.get_with_component* - Get all entities with the specified components.
.. code-block:: python
entities = EntityManager()
entities.add(
Player('Ivan', 20, 1, 2),
Player('Vladimir', 30, 3, 4),
Ball(0, 7)
)
for entity_with_pos in entities.get_with_component(ComPosition):
print(entity_with_pos.x, entity_with_pos.y)
for player_entity in entities.get_by_class(Player):
print(player_entity.name)
entities.delete_buffer_add(player_entity)
entities.delete_buffer_purge()
entities.delete(*tuple(entities.get_by_class(Ball))) # one line del
SystemManager
| Container for systems.
| Works with systems in a given order.
| Use the ecs_pattern.SystemManager class to manage systems.
| *system_manager.start_systems* - Initialize systems. Call once before the main systems update cycle.
| *system_manager.update_systems* - Update systems status. Call in the main loop.
| *system_manager.stop_systems* - Stop systems. Call once after the main loop completes.
.. code-block:: python
entities = EntityManager()
entities.add(
Player('Ivan', 20, 1, 2),
Player('Vladimir', 30, 3, 4),
Ball(0, 7)
)
system_manager = SystemManager([
SysPersonHealthRegeneration(entities),
SysGravitation(entities)
])
system_manager.start_systems()
while play:
system_manager.update_systems()
clock.tick(24) # *pygame clock
system_manager.stop_systems()
Examples
-
Pong <https://github.com/ikvk/ecs_pattern/tree/master/examples/pong#pong---classic-game>
_: game - pygame + ecs_pattern -
Snow day <https://github.com/ikvk/ecs_pattern/tree/master/examples/snow_day#snow-day---scene>
_: scene - pygame + ecs_pattern -
Trig fall <https://github.com/ikvk/ecs_pattern/tree/master/examples/trig#trig-fall---game>
_: commercial game - pygame + ecs_pattern + numpy
Advantages
- Memory efficient - Component and Entity use dataclass
- Convenient search for objects - by entity class and by entity components
- Flexibility - loose coupling in the code allows you to quickly expand the project
- Modularity - the code is easy to test, analyze performance, and reuse
- Execution control - systems work strictly one after another
- Following the principles of the pattern helps to write quality code
- Convenient to parallelize processing
- Compact implementation
Difficulties
- It can take a lot of practice to learn how to cook ECS properly
- Data is available from anywhere - hard to find errors
Newbie mistakes
- Inheritance of components, entities, systems
- Ignoring the principles of ECS, such as storing data in the system
- Raising ECS to the absolute, no one cancels the OOP
- Adaptation of the existing project code under ECS "as is"
- Use of recursive or reactive logic in systems
- Using EntityManager.delete in get_by_class, get_with_component loops
Good Practices
- Use "Singleton" components with data and flags
- Minimize component change locations
- Do not create methods in components and entities
- Divide the project into scenes, a scene can be considered a cycle for the SystemManager with its EntityManager
- Use packages to separate scenes
Project tree example: ::
/common_tools
__init__.py
resources.py
i18n.py
gui.py
consts.py
components.py
math.py
/menu_scene
__init__.py
entities.py
main_loop.py
surfaces.py
systems.py
/game_scene
__init__.py
entities.py
main_loop.py
surfaces.py
systems.py
main.py
Releases
History of important changes: release_notes.rst <https://github.com/ikvk/ecs_pattern/blob/master/_docs/release_notes.rst>
_
Help the project
- Found a bug or have a suggestion - issue / merge request 🎯
- There is nothing to help this project with - help another open project that you are using ✋
- Nowhere to put the money - spend it on family, friends, loved ones or people around you 💰
- Star the project ⭐