PECS is the ✨Respectably Muscled✨ Python ECS library that aims to provide a powerful, user-friendly, and fast-as-hell framework for game development.
This library is the spiritual successor to my prior ECS library, ECStremity. Both this and its predecessor were inspired by the JavaScript ECS library geotic, created and maintained by @ddmills. I highly recommend checking out that project as well as the excellent resources cited in its README.
What is ECS, you ask? Check it out!
Install the package from PyPI using pip:
pip install pecs-framework
Or grab it directly from this repository:
pip install git+https://github.com/krummja/PECS
To start flexing your PECS, import the library and set up some components. Components can be built as standard Python classes:
import pecs_framework as pecs
class Position(pecs.Component):
"""Representation of an Entity's position in 2D space."""
def __init__(self, x: int = 0, y: int = 0) -> None:
self.x = x
self.y = y
@property
def xy(self) -> tuple[int, int]:
return self.x, self.y
As extensions of existing components:
import pecs_framework as pecs
class Velocity(Position):
"""Representation of an Entity's velocity in 2D space."""
Or as dataclasses:
import pecs_framework as pecs
from dataclasses import dataclass, field
@dataclass
class Health(pecs.Component):
"""Representation of an Entity's health."""
maximum: int = 100
current: int = field(init=False)
def __post_init__(self) -> None:
self.current = self.maximum
Components can have as much or as little behavior as needed, although it is generally better to keep to a strict single-repsonsibility principle. We can even have components that have no behavior at all, representing boolean flags for queries:
import pecs_framework as pecs
class IsFrozen(pecs.Component):
"""Flag component denoting a frozen entity."""
The easiest way to build out systems is through world queries. To make a system that tracks and updates the components relevant to movement, we might query for Position
and Velocity
components. Because we want our entities to move, we want to exclude those marked with the IsFrozen
flag. Perhaps we also want to grab only those entities that can fly through Wings
or swim through Fins
:
import pecs_framework as pecs
ecs = pecs.Engine()
domain = ecs.create_domain("World")
kinematics = domain.create_query(
all_of = [
Position,
Velocity
],
any_of = [
Wings,
Fins
],
none_of = [
IsFrozen
],
)
Queries can specify all_of
, any_of
, or none_of
quantifiers. The query in the example above asks for entities that must have both Position
and Velocity
, may have (inclusive) Wings
or Fins
, and must not have IsFrozen
.
We can access the result set of the query and do some operation on them every loop cycle:
def process(dt):
for entity in targets.result:
entity[Position].x += entity[Velocity].x * dt
entity[Position].y += entity[Velocity].y * dt
For convenience, the library provides barebones system class that you can extend for your own purposes:
import pecs_framework as pecs
class MovementSystem(pecs.BaseSystem):
def initialize(self) -> None:
self.query(
'movable',
all_of = [Position, Velocity],
none_of = [IsFrozen],
)
def update(self) -> None:
movables = self._queries
for entity in movables:
entity[Position].x += entity[Velocity].x
entity[Position].y += entity[Velocity].y
Warning:
Do not override the
__init__
method ofBaseSystem
-- use the providedinitialize
method instead.
Complex interactions within and among entities can be achieved by firing events on an entity. This creates an EntityEvent
that looks for methods on all of the entity's methods prefixed with on_
.
zombie.fire_event('attack', {
'target': survivor,
'multiplier': 1.5,
})
On the zombie
entity, we might have attached an Attacker
component with the following logic:
class Attacker(pecs.Component):
def __init__(self, strength: int) -> None:
self.strength = strength
def on_attack(self, evt: pecs.EntityEvent) -> pecs.EntityEvent:
target: Entity = evt.data.target
target.fire_event('damage_taken', {
'amount': self.strength * evt.data.pultiplier,
})
evt.handle()
return evt
When we execute fire_event
with the event name attack
, the event system will find all on_attack
methods on that entity's components. If we want the event propagation to stop at a particular component, we can call evt.handle()
which will immediately break broadcasting down the component list. This means that we can potentially have any number of components respond to a specific event, although it may generally be safer to fire a secondary event to prevent ordering issues.
Internally, the EntityEvent
class puts together an instance of the class EventData
, which provides access to the properties defined in the fire_event
call.
zombie.fire_event('attack', {
'target': survivor, # <-- We defined 'target' here
'multiplier': 1.5 # <-- and 'multiplier' here
})
def on_attack(self, evt: pecs.EntityEvent) -> pecs.EntityEvent:
target = evt.data.target # --> survivor
multiplier = evt.data.multiplier # --> 1.5
Actions can also be defined as a tuple and passed into the fire_event
method. This allows for easy abstraction over variables used in the event:
attack_against = (lambda target : ('attack', {
'target': target,
'multiplier': 1.5
}))
zombie.fire_event(attack_against(survivor))
PECS supports defining prefab entities with preconfigured component properties. Define prefabs as .json
files and register them with the engine:
{
"name": "GameObject",
"inherit": [],
"components": [
{
"type": "Position"
},
{
"type": "Renderable",
"properties": {
"ch": "?",
"bg": [0, 0, 0],
}
},
{
"type": "Noun"
}
]
}
import pecs_framework as pecs
import os
ROOTDIR = os.path.dirname(__file__)
PREFABS = os.path.join(ROOTDIR, 'prefabs')
ecs = pecs.Engine()
ecs.prefabs.register(PREFABS, 'game_object')
Now PECS will look for a file named game_object.json
in the specified prefabs path and automatically load it for you. We can build an entity using this prefab very easily:
game_object = ecs.domain.entities.create_from_prefab(
template = 'GameObject',
properties = {
'Position': {
'x': 15,
'y': 10,
},
'Renderable': {
'fg': [255, 0, 255],
},
'Noun': {
'text': 'Test Object'
}
},
alias = 'test_object_01',
)
Prefabs can specify other prefabs to inherit from as well. Prefabs can be defined as hierarchies of any depth and breadth. Note that properties will always be resolved from the most deeply embedded prefab to the least, overwriting with the most recent specification. If no properties are passed in the prefab or when creating from prefab, defaults from the component itself will be used.
For examples, check out the tests
folder in this repository.