Skip to content

ECS pattern (Entity Component System) for creating games on python

License

Notifications You must be signed in to change notification settings

ikvk/ecs_pattern

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

84 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

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://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
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
$ pip install ecs-pattern
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
Property with object data. Contains only data, no logic.
Use the ecs_pattern.component decorator to create components.
Technically this is python dataclass.
Use components as mixins for entities.
@component
class ComPosition:
    x: int = 0
    y: int = 0

@component
class ComPerson:
    name: str
    health: int
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.
Use EntityManager to store entities.
@entity
class Player(ComPosition, ComPerson):
    pass

@entity
class Ball(ComPosition):
    pass
Entity processing logic.
Does not contain data about entities and components.
Use the ecs_pattern.System abstract class to create concrete systems:
system.start - Initialize the system. It is called once before the main system update cycle.
system.update - Update the system status. Called in the main loop.
system.stop - Stops the system. It is called once after the completion of the main loop.
Use SystemManager to manage systems.
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
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.
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
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.
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()
  • Pong: game - pygame + ecs_pattern
  • Snow day: scene - pygame + ecs_pattern
  • Trig fall: commercial game - pygame + ecs_pattern + numpy
  • 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
  • It can take a lot of practice to learn how to cook ECS properly
  • Data is available from anywhere - hard to find errors
  • 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
  • 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

History of important changes: release_notes.rst

  • 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 ⭐