Metadata-Version: 2.4
Name: pygame_framework_1just_josh
Version: 0.0.8
Summary: this is a simple pygame wrapper for advanced game features with less boilerplate
Author: Joshua - jjboy2245
License: Apache-2.0
Classifier: License :: OSI Approved :: Apache Software License
Requires-Python: >=3.7
Description-Content-Type: text/markdown
Requires-Dist: pygame-ce
Requires-Dist: msgpack
Requires-Dist: cryptography
Dynamic: author
Dynamic: classifier
Dynamic: description
Dynamic: description-content-type
Dynamic: license
Dynamic: requires-dist
Dynamic: requires-python
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# 🕹️ Pygame ECS Framework

A modular, extensible game engine framework built with **Pygame**, designed to support both **2D (SDL)** and **3D (OpenGL)** rendering backends using a flexible Entity-Component-System (ECS) architecture.

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## 🧱 Core TODOs

- [X] ⚙️ Make Entity system  
- [X] 🧩 Make Component system  
- [X] 📁 File System (Asset loading/saving)  
- [ ] 📡 Event System (Custom game events & input routing)  
- [ ] 🌐 Networking (Multiplayer / sync states)  
- [ ] 🏷️ Tag Component (`name: str`)  
- [ ] 📊 Profiler (performance monitoring)  

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## 🖼️ SDL SOFTWARE Engine (2D)

### 🎨 SDL Renderer TODOs

- [X] 🖌️ Renderer (blit surfaces, render queue)  
- [ ] 🧪 Visual Debug (draw colliders, axes, etc.)  

### 👾 SDL Entities

- [X] BaseEntity (`Parent entity / empty entity`)

### 🧬 SDL Components

- [X] 🧭 Transform(`position: tuple[int, int]`, `rotation: int`, `scale: list[int, int]`)
- [ ] 🛞 Rigidbody(`mass: float`, `velocity: tuple[float, float, float]`, `acceleration: tuple[float, float, float]`)  
- [ ] 🧱 Collision(`shape: Enum`, `size: int`, `offset: list[int, int]`)
- [ ] 🎞️ Animation(`frames: list[pg.Surface]`)

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## 🧊 OPENGL 3D Engine

### 🕶️ OpenGL Renderer TODOs

- [ ] 🧼 3D Renderer (OpenGL context, mesh/material support)  
- [ ] 💡 Shaders (basic lighting, texturing)  
- [ ] 🎥 Camera system (FOV, perspective, etc.)  
- [ ] 🧩 Visual Debug (bounding boxes, axes, wireframe mode)  

### 📦 3D Components (Planned)

- [ ] 🧭 Transform(position: tuple[float, float, float], rotation: tuple[float, float, float], scale: tuple[float, float, float])  
- [ ] 📐 Mesh(mesh_id: int)
- [ ] 🎨 Material(shader_id: int, texture_id: int)
- [ ] 💡 Light(color: tuple[float, float, float], intensity: float)
- [ ] 🎥 Camera(fov: float, near: float, far: float)
- [ ] 🧲 Rigidbody(...) *(extended for 3D: includes angular velocity, etc.)*


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## 🧠 Extra Components & Systems

- [ ] ❤️ Health / Damage system  
- [ ] 🤖 AI / Behavior system  
- [ ] 🎒 Inventory system  
- [ ] ⚗️ Status Effects / Buffs  
- [ ] 🎮 Input system (player input mapping)  
- [ ] 📜 Scripting (attach logic to entities)  
- [ ] 🔊 Audio (sound emitters, background music)  
- [ ] 🌠 Particle system (fire, smoke, etc.)  
- [ ] 🗺️ Scene system (level loading & transition)  
- [ ] 💾 Serialization (save/load ECS state)  
- [ ] 🧰 UI Components (HUD, health bars, etc.)  
- [ ] 🧷 Entity Parenting / Hierarchy  

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## 🛠 Tooling & Dev Features

- [ ] 🧪 Entity Inspector / Debug Overlay  
- [ ] 🧱 Level Editor (drag & drop, place entities)  
- [ ] 🔁 Hot Reloading (assets or scripts)  
- [ ] ✅ Component-based testing framework  
- [ ] ♻️ Resource Manager (texture, mesh, sound caching)  

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