🏗️ Game Architecture¶
Overview¶
Alien Invasion uses a modern, component-based architecture that emphasizes:
- Modularity: Easy to add/remove features
- Scalability: Can handle complex game logic
- Maintainability: Clear separation of concerns
- Performance: Optimized for real-time gameplay
System Architecture¶
1. Core Systems¶
graph TD
A[Game Engine] --> B[Input System]
A --> C[Physics System]
A --> D[Render System]
A --> E[Audio System]
A --> F[State Manager]
2. Entity Component System (ECS)¶
graph LR
A[Entity] --> B[Components]
B --> C[Position]
B --> D[Velocity]
B --> E[Sprite]
B --> F[Collision]
Component Details¶
1. Core Components¶
@dataclass
class Position:
x: float
y: float
@dataclass
class Velocity:
x: float
y: float
@dataclass
class Sprite:
image: pygame.Surface
rect: pygame.Rect
2. Game-Specific Components¶
@dataclass
class Health:
current: int
max: int
@dataclass
class Weapon:
damage: int
cooldown: float
last_shot: float
System Implementation¶
1. System Base Class¶
class System:
def __init__(self):
self.entities = []
def add_entity(self, entity):
self.entities.append(entity)
def remove_entity(self, entity):
self.entities.remove(entity)
def update(self, dt):
for entity in self.entities:
self.process_entity(entity, dt)
2. System Registration¶
class SystemManager:
def __init__(self):
self.systems = {}
def register_system(self, system_type, system):
self.systems[system_type] = system
def update(self, dt):
for system in self.systems.values():
system.update(dt)
State Management¶
1. State Interface¶
class GameState:
def enter(self):
pass
def exit(self):
pass
def update(self, dt):
pass
def render(self, screen):
pass
2. State Transitions¶
class StateMachine:
def __init__(self):
self.states = {}
self.current = None
def add_state(self, name, state):
self.states[name] = state
def change_state(self, name):
if self.current:
self.current.exit()
self.current = self.states[name]
self.current.enter()
Resource Management¶
1. Asset Loading¶
class AssetManager:
def __init__(self):
self.images = {}
self.sounds = {}
self.fonts = {}
def load_image(self, name, path):
self.images[name] = pygame.image.load(path)
def get_image(self, name):
return self.images[name]
2. Resource Caching¶
class ResourceCache:
def __init__(self):
self.cache = {}
def get(self, key, loader):
if key not in self.cache:
self.cache[key] = loader()
return self.cache[key]
Event System¶
1. Event Types¶
class EventType(Enum):
COLLISION = 1
DEATH = 2
POWERUP = 3
SCORE = 4
2. Event Handling¶
class EventManager:
def __init__(self):
self.listeners = defaultdict(list)
def dispatch(self, event_type, data):
for listener in self.listeners[event_type]:
listener(data)
Configuration System¶
1. Config Loading¶
class Config:
def __init__(self):
self.settings = {}
def load(self, path):
with open(path) as f:
self.settings = json.load(f)
def get(self, key, default=None):
return self.settings.get(key, default)
2. Game Settings¶
class GameSettings:
def __init__(self):
self.window_size = (800, 600)
self.fps = 60
self.difficulty = "normal"
Performance Considerations¶
1. Optimization Techniques¶
- Use sprite groups for efficient rendering
- Implement spatial partitioning for collisions
- Cache frequently used calculations
- Use object pooling for frequently created/destroyed objects
2. Memory Management¶
- Implement proper cleanup in state transitions
- Use weak references where appropriate
- Monitor memory usage in development
Testing Architecture¶
1. Unit Testing¶
def test_physics_system():
system = PhysicsSystem()
entity = create_test_entity()
system.add_entity(entity)
system.update(1.0)
assert entity.position.x == 100
2. Integration Testing¶
def test_game_loop():
game = Game()
game.initialize()
game.update(1.0)
assert game.state == GameState.PLAYING
Next Steps¶
- Learn about Entity System
- Explore Audio System
- Read about Testing