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esengine/packages/platform-web/src/runtime.ts

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/**
* Browser Runtime Entry Point
*
*
* Uses the same Rust WASM engine as the editor
* 使 Rust WASM
*/
import { Core, Scene, SceneSerializer } from '@esengine/ecs-framework';
import { EngineBridge, EngineRenderSystem, CameraSystem } from '@esengine/ecs-engine-bindgen';
import { TransformComponent, SpriteComponent, SpriteAnimatorComponent, SpriteAnimatorSystem, CameraComponent } from '@esengine/ecs-components';
import { AssetManager, EngineIntegration } from '@esengine/asset-system';
interface RuntimeConfig {
canvasId: string;
width?: number;
height?: number;
}
class BrowserRuntime {
private bridge: EngineBridge;
private cameraSystem: CameraSystem;
private renderSystem: EngineRenderSystem;
private animatorSystem: SpriteAnimatorSystem;
private animationId: number | null = null;
private assetManager: AssetManager;
private engineIntegration: EngineIntegration;
constructor(config: RuntimeConfig) {
// Initialize Core if not already created
if (!Core.Instance) {
Core.create();
}
// Initialize Core.scene if not already initialized
if (!Core.scene) {
const runtimeScene = new Scene({ name: 'Runtime Scene' });
Core.setScene(runtimeScene);
}
// Initialize Rust WASM engine bridge
this.bridge = new EngineBridge({
canvasId: config.canvasId,
width: config.width || window.innerWidth,
height: config.height || window.innerHeight
});
// Initialize asset system
// 初始化资产系统
this.assetManager = new AssetManager();
this.engineIntegration = new EngineIntegration(this.assetManager, this.bridge);
// Add camera system (updates before render)
this.cameraSystem = new CameraSystem(this.bridge);
Core.scene!.addSystem(this.cameraSystem);
// Add sprite animator system
this.animatorSystem = new SpriteAnimatorSystem();
Core.scene!.addSystem(this.animatorSystem);
// Add render system
this.renderSystem = new EngineRenderSystem(this.bridge, TransformComponent);
Core.scene!.addSystem(this.renderSystem);
}
async initialize(wasmModule: any): Promise<void> {
await this.bridge.initializeWithModule(wasmModule);
// Set path resolver for browser asset proxy
// 设置浏览器资产代理的路径解析器
this.bridge.setPathResolver((path: string) => {
// If already a URL, return as-is
if (path.startsWith('http://') || path.startsWith('https://') || path.startsWith('/asset?')) {
return path;
}
// Use asset proxy endpoint for local file paths
return `/asset?path=${encodeURIComponent(path)}`;
});
// Disable editor tools for game runtime
this.bridge.setShowGrid(false);
this.bridge.setShowGizmos(false);
}
async loadScene(sceneUrl: string): Promise<void> {
try {
const response = await fetch(sceneUrl);
const sceneJson = await response.text();
if (!Core.scene) {
throw new Error('Core.scene not initialized');
}
SceneSerializer.deserialize(Core.scene, sceneJson, {
strategy: 'replace',
preserveIds: true
});
// Textures are now loaded automatically by EngineRenderSystem
// via Rust engine's path-based texture loading
// 纹理现在由EngineRenderSystem通过Rust引擎的路径加载自动处理
// Auto-play animations are started by SpriteAnimatorSystem.onAdded
// 自动播放动画由SpriteAnimatorSystem.onAdded启动
} catch (error) {
console.error('Failed to load scene:', error);
throw error;
}
}
start(): void {
if (this.animationId !== null) return;
let lastTime = performance.now();
const loop = () => {
const currentTime = performance.now();
const deltaTime = (currentTime - lastTime) / 1000;
lastTime = currentTime;
// Update Core (includes Time.update and all scenes)
// Texture loading is handled automatically by EngineRenderSystem
Core.update(deltaTime);
this.animationId = requestAnimationFrame(loop);
};
loop();
}
stop(): void {
if (this.animationId !== null) {
cancelAnimationFrame(this.animationId);
this.animationId = null;
}
}
handleResize(width: number, height: number): void {
this.bridge.resize(width, height);
}
getAssetManager(): AssetManager {
return this.assetManager;
}
getEngineIntegration(): EngineIntegration {
return this.engineIntegration;
}
}
// Export everything on a single object for IIFE bundle
export default {
create: (config: RuntimeConfig) => {
const runtime = new BrowserRuntime(config);
return runtime;
},
BrowserRuntime,
Core,
TransformComponent,
SpriteComponent,
SpriteAnimatorComponent,
CameraComponent
};