.. http://docutils.sourceforge.net/docs/user/rst/quickref.html
ecs_pattern 🚀
==============
Implementation of the ECS pattern 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>`_.
.. 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
=============== ==========================================
.. 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
**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**
| Data processing logic - components and entities.
| 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**
| Entity database.
| A single point of access to all 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 self.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(next(entities.get_by_class(Ball), [])))
**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 game: pygame + ecs_pattern <https://github.com/ikvk/ecs_pattern/tree/master/examples/pong>`_.
Advantages
----------
* Weak code cohesion - easy to refactor and expand the codebase
* Modularity and testability of logic - easy to test and reuse code in other projects
* Hard to write bad code
* Easy to follow Single Responsibility logic
* Easy to combine entity properties
* Easy to analyze performance
* Easy to parallelize processing
* Easy to work with clean data
Difficulties
------------
It can take a lot of practice to learn how to cook ECS properly:
* Data is available from anywhere - hard to find errors
* Systems work strictly one after another
* Recursive logic is not directly supported
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 components - flags
* Minimize component change locations
* Use event entities and event systems
* Do not use methods in components and entities
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 ⭐