2025-06-07 20:32:43 +08:00
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# 快速入门
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2025-06-09 13:25:10 +08:00
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本指南将帮助您快速上手 ECS Framework,这是一个专业级的实体组件系统框架,采用现代化架构设计,专为高性能游戏开发打造。
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2025-06-07 20:32:43 +08:00
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## 项目结构
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```
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ecs-framework/
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├── source/
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│ ├── src/ # 源代码
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│ │ ├── ECS/ # ECS核心系统
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│ │ ├── Types/ # 类型定义
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2025-06-08 21:50:50 +08:00
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│ │ ├── Utils/ # 工具类
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│ │ └── Testing/ # 测试文件
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2025-06-07 20:32:43 +08:00
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│ ├── scripts/ # 构建脚本
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│ └── tsconfig.json # TypeScript配置
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└── docs/ # 文档
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```
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2025-06-08 21:50:50 +08:00
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## 安装和使用
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### NPM 安装
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```bash
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npm install @esengine/ecs-framework
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```
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2025-06-07 20:32:43 +08:00
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### 从源码构建
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```bash
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# 克隆项目
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git clone https://github.com/esengine/ecs-framework.git
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# 进入源码目录
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cd ecs-framework/source
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2025-06-08 21:50:50 +08:00
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# 安装依赖
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npm install
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2025-06-07 20:32:43 +08:00
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# 编译TypeScript
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2025-06-08 21:50:50 +08:00
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npm run build
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2025-06-07 20:32:43 +08:00
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```
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## 基础设置
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### 1. 导入框架
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```typescript
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// 导入核心类
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2025-06-08 21:50:50 +08:00
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import {
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Core,
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Entity,
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Component,
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Scene,
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EntitySystem,
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2025-06-09 13:25:10 +08:00
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EntityManager,
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ComponentIndexManager,
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ArchetypeSystem,
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DirtyTrackingSystem
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2025-06-08 21:50:50 +08:00
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} from '@esengine/ecs-framework';
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2025-06-07 20:32:43 +08:00
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```
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### 2. 创建基础管理器
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```typescript
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class GameManager {
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private core: Core;
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private scene: Scene;
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2025-06-09 13:25:10 +08:00
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private entityManager: EntityManager;
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2025-06-07 20:32:43 +08:00
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constructor() {
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// 创建核心实例
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this.core = Core.create(true);
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// 创建场景
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this.scene = new Scene();
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this.scene.name = "GameScene";
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// 设置当前场景
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Core.scene = this.scene;
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2025-06-08 21:50:50 +08:00
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2025-06-09 13:25:10 +08:00
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// 初始化实体管理器
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this.entityManager = new EntityManager(this.scene);
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// 初始化性能优化
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this.setupPerformanceOptimizations();
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2025-06-07 20:32:43 +08:00
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}
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2025-06-09 13:25:10 +08:00
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private setupPerformanceOptimizations() {
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// 启用组件索引(自动优化查询性能)
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// EntityManager内部已自动启用
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2025-06-07 20:32:43 +08:00
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2025-06-09 13:25:10 +08:00
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// 可选:手动配置优化系统
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const componentIndex = this.entityManager.getComponentIndex();
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const archetypeSystem = this.entityManager.getArchetypeSystem();
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const dirtyTracking = this.entityManager.getDirtyTrackingSystem();
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// 优化系统会自动工作,通常无需手动配置
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2025-06-08 21:50:50 +08:00
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}
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public update(deltaTime: number): void {
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2025-06-07 20:32:43 +08:00
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// 更新场景
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this.scene.update();
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// 处理系统逻辑
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this.updateSystems(deltaTime);
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}
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private updateSystems(deltaTime: number): void {
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// 在这里添加您的系统更新逻辑
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}
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2025-06-09 13:25:10 +08:00
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// 提供实体管理器访问
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public getEntityManager(): EntityManager {
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return this.entityManager;
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}
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2025-06-07 20:32:43 +08:00
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}
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```
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### 3. 游戏循环
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```typescript
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const gameManager = new GameManager();
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let lastTime = performance.now();
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function gameLoop() {
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const currentTime = performance.now();
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const deltaTime = (currentTime - lastTime) / 1000; // 转换为秒
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lastTime = currentTime;
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gameManager.update(deltaTime);
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requestAnimationFrame(gameLoop);
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}
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// 启动游戏循环
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gameLoop();
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```
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## 创建实体和组件
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### 1. 定义组件
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```typescript
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2025-06-08 21:50:50 +08:00
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import { Component, ComponentPoolManager } from '@esengine/ecs-framework';
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2025-06-07 20:32:43 +08:00
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// 位置组件
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class PositionComponent extends Component {
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public x: number = 0;
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public y: number = 0;
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constructor(x: number = 0, y: number = 0) {
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super();
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this.x = x;
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this.y = y;
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}
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2025-06-08 21:50:50 +08:00
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// 对象池重置方法
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public reset() {
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this.x = 0;
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this.y = 0;
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}
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2025-06-07 20:32:43 +08:00
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}
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// 速度组件
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class VelocityComponent extends Component {
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public x: number = 0;
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public y: number = 0;
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constructor(x: number = 0, y: number = 0) {
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super();
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this.x = x;
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this.y = y;
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}
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2025-06-08 21:50:50 +08:00
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public reset() {
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this.x = 0;
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this.y = 0;
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}
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2025-06-07 20:32:43 +08:00
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}
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// 生命值组件
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class HealthComponent extends Component {
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public maxHealth: number = 100;
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public currentHealth: number = 100;
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constructor(maxHealth: number = 100) {
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super();
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this.maxHealth = maxHealth;
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this.currentHealth = maxHealth;
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}
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2025-06-08 21:50:50 +08:00
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public reset() {
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this.maxHealth = 100;
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this.currentHealth = 100;
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}
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2025-06-07 20:32:43 +08:00
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public takeDamage(damage: number): void {
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this.currentHealth = Math.max(0, this.currentHealth - damage);
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}
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public heal(amount: number): void {
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this.currentHealth = Math.min(this.maxHealth, this.currentHealth + amount);
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}
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public isDead(): boolean {
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return this.currentHealth <= 0;
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}
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}
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2025-06-08 21:50:50 +08:00
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2025-06-09 13:25:10 +08:00
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// 简单的组件定义
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// 注:框架会自动优化组件的存储和查询
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2025-06-07 20:32:43 +08:00
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```
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2025-06-09 13:25:10 +08:00
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## 使用 EntityManager
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EntityManager 是框架的核心功能,提供统一的实体管理和高性能查询接口。
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### 1. 基础用法
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2025-06-07 20:32:43 +08:00
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```typescript
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2025-06-09 13:25:10 +08:00
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// 获取EntityManager实例(在GameManager中已创建)
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const entityManager = gameManager.getEntityManager();
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// 创建单个实体
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const player = entityManager.createEntity("Player");
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player.addComponent(new PositionComponent(100, 100));
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player.addComponent(new VelocityComponent(50, 0));
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// 批量创建实体
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const enemies = entityManager.createEntities(50, "Enemy");
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enemies.forEach((enemy, index) => {
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enemy.addComponent(new PositionComponent(
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Math.random() * 800,
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Math.random() * 600
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));
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enemy.addComponent(new HealthComponent(30));
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enemy.tag = "enemy";
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});
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```
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### 2. 高性能查询
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```typescript
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// 流式查询API - 支持复杂查询条件
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const movingEntities = entityManager
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.query()
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.withAll([PositionComponent, VelocityComponent])
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.withoutTag("dead")
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.active(true)
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.execute();
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// 快速组件查询(使用O(1)索引)
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const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
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// 标签查询
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const allEnemies = entityManager.getEntitiesByTag("enemy");
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// 名称查询
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const specificEnemy = entityManager.getEntityByName("BossEnemy");
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// 复合查询
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const livingEnemies = entityManager
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.query()
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.withAll([PositionComponent, HealthComponent])
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.withTag("enemy")
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.withoutTag("dead")
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.where(entity => {
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const health = entity.getComponent(HealthComponent);
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return health && health.currentHealth > 0;
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})
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.execute();
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```
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### 3. 批量操作
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```typescript
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// 批量处理实体
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entityManager.forEachEntity(entity => {
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// 处理所有实体
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if (entity.tag === "bullet" && entity.position.y < 0) {
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2025-06-08 21:50:50 +08:00
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entity.destroy();
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2025-06-07 20:32:43 +08:00
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}
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2025-06-09 13:25:10 +08:00
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});
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// 批量处理特定组件的实体
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entityManager.forEachEntityWithComponent(HealthComponent, (entity, health) => {
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if (health.currentHealth <= 0) {
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entity.addTag("dead");
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entity.enabled = false;
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}
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});
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|
|
|
|
|
|
// 获取统计信息
|
|
|
|
|
|
const stats = entityManager.getStatistics();
|
|
|
|
|
|
console.log(`总实体数: ${stats.entityCount}`);
|
|
|
|
|
|
console.log(`索引命中率: ${stats.indexHits}/${stats.totalQueries}`);
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
### 4. 性能优化功能
|
|
|
|
|
|
|
|
|
|
|
|
```typescript
|
|
|
|
|
|
// 获取性能优化系统
|
|
|
|
|
|
const componentIndex = entityManager.getComponentIndex();
|
|
|
|
|
|
const archetypeSystem = entityManager.getArchetypeSystem();
|
|
|
|
|
|
const dirtyTracking = entityManager.getDirtyTrackingSystem();
|
|
|
|
|
|
|
|
|
|
|
|
// 查看性能统计
|
|
|
|
|
|
console.log('组件索引统计:', componentIndex.getPerformanceStats());
|
|
|
|
|
|
console.log('Archetype统计:', archetypeSystem.getStatistics());
|
|
|
|
|
|
console.log('脏标记统计:', dirtyTracking.getPerformanceStats());
|
|
|
|
|
|
|
|
|
|
|
|
// 手动优化(通常自动进行)
|
|
|
|
|
|
entityManager.optimize();
|
|
|
|
|
|
|
|
|
|
|
|
// 内存清理
|
|
|
|
|
|
entityManager.cleanup();
|
2025-06-08 21:50:50 +08:00
|
|
|
|
```
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
## 创建系统
|
|
|
|
|
|
|
|
|
|
|
|
系统处理具有特定组件的实体集合,实现游戏逻辑。
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
|
|
|
|
|
```typescript
|
2025-06-08 21:50:50 +08:00
|
|
|
|
import { EntitySystem, Entity } from '@esengine/ecs-framework';
|
|
|
|
|
|
|
|
|
|
|
|
class MovementSystem extends EntitySystem {
|
|
|
|
|
|
protected process(entities: Entity[]): void {
|
2025-06-09 13:25:10 +08:00
|
|
|
|
// 使用EntityManager进行高效查询
|
|
|
|
|
|
const entityManager = new EntityManager(this.scene);
|
|
|
|
|
|
const movingEntities = entityManager
|
|
|
|
|
|
.query()
|
|
|
|
|
|
.withAll([PositionComponent, VelocityComponent])
|
|
|
|
|
|
.execute();
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
movingEntities.forEach(entity => {
|
|
|
|
|
|
const position = entity.getComponent(PositionComponent);
|
|
|
|
|
|
const velocity = entity.getComponent(VelocityComponent);
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
if (position && velocity) {
|
|
|
|
|
|
// 更新位置
|
|
|
|
|
|
position.x += velocity.x * 0.016; // 假设60FPS
|
|
|
|
|
|
position.y += velocity.y * 0.016;
|
|
|
|
|
|
|
|
|
|
|
|
// 边界检查
|
|
|
|
|
|
if (position.x < 0 || position.x > 800) {
|
|
|
|
|
|
velocity.x = -velocity.x;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (position.y < 0 || position.y > 600) {
|
|
|
|
|
|
velocity.y = -velocity.y;
|
|
|
|
|
|
}
|
2025-06-07 20:32:43 +08:00
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
2025-06-08 21:50:50 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
class HealthSystem extends EntitySystem {
|
|
|
|
|
|
protected process(entities: Entity[]): void {
|
2025-06-09 13:25:10 +08:00
|
|
|
|
const entityManager = new EntityManager(this.scene);
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
// 查找所有有生命值的实体
|
|
|
|
|
|
entityManager.forEachEntityWithComponent(HealthComponent, (entity, health) => {
|
2025-06-07 20:32:43 +08:00
|
|
|
|
if (health.isDead()) {
|
2025-06-09 13:25:10 +08:00
|
|
|
|
entity.destroy();
|
2025-06-07 20:32:43 +08:00
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
// 添加系统到场景
|
|
|
|
|
|
gameManager.scene.addEntityProcessor(new MovementSystem());
|
|
|
|
|
|
gameManager.scene.addEntityProcessor(new HealthSystem());
|
2025-06-07 20:32:43 +08:00
|
|
|
|
```
|
|
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
## 高级功能
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
### 事件系统
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
|
|
|
|
|
```typescript
|
2025-06-08 21:50:50 +08:00
|
|
|
|
import { Core, CoreEvents } from '@esengine/ecs-framework';
|
|
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
// 监听框架事件
|
2025-06-08 21:50:50 +08:00
|
|
|
|
Core.emitter.addObserver(CoreEvents.frameUpdated, this.onFrameUpdate, this);
|
|
|
|
|
|
|
|
|
|
|
|
// 发射自定义事件
|
|
|
|
|
|
Core.emitter.emit("playerDied", { player: entity, score: 1000 });
|
|
|
|
|
|
|
|
|
|
|
|
// 移除监听
|
|
|
|
|
|
Core.emitter.removeObserver(CoreEvents.frameUpdated, this.onFrameUpdate);
|
|
|
|
|
|
```
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
### 性能监控
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
```typescript
|
|
|
|
|
|
// 获取EntityManager性能统计
|
|
|
|
|
|
const stats = entityManager.getStatistics();
|
|
|
|
|
|
console.log(`总实体数: ${stats.entityCount}`);
|
|
|
|
|
|
console.log(`索引命中率: ${stats.indexHits}/${stats.totalQueries}`);
|
|
|
|
|
|
|
|
|
|
|
|
// 获取各优化系统的统计
|
|
|
|
|
|
console.log('组件索引:', entityManager.getComponentIndex().getPerformanceStats());
|
|
|
|
|
|
console.log('Archetype:', entityManager.getArchetypeSystem().getStatistics());
|
|
|
|
|
|
console.log('脏标记:', entityManager.getDirtyTrackingSystem().getPerformanceStats());
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
## 简单示例
|
|
|
|
|
|
|
|
|
|
|
|
以下是一个完整的示例,展示了框架的主要功能:
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
|
|
|
|
|
```typescript
|
2025-06-08 21:50:50 +08:00
|
|
|
|
import {
|
|
|
|
|
|
Core,
|
|
|
|
|
|
Entity,
|
|
|
|
|
|
Component,
|
|
|
|
|
|
Scene,
|
|
|
|
|
|
EntitySystem,
|
2025-06-09 13:25:10 +08:00
|
|
|
|
EntityManager
|
2025-06-08 21:50:50 +08:00
|
|
|
|
} from '@esengine/ecs-framework';
|
|
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
// 游戏管理器
|
2025-06-07 20:32:43 +08:00
|
|
|
|
class SimpleGame {
|
|
|
|
|
|
private core: Core;
|
|
|
|
|
|
private scene: Scene;
|
2025-06-09 13:25:10 +08:00
|
|
|
|
private entityManager: EntityManager;
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
|
|
|
|
|
constructor() {
|
|
|
|
|
|
this.core = Core.create(true);
|
|
|
|
|
|
this.scene = new Scene();
|
2025-06-08 21:50:50 +08:00
|
|
|
|
this.scene.name = "GameScene";
|
2025-06-07 20:32:43 +08:00
|
|
|
|
Core.scene = this.scene;
|
|
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
this.entityManager = new EntityManager(this.scene);
|
2025-06-08 21:50:50 +08:00
|
|
|
|
this.setupSystems();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private setupSystems(): void {
|
|
|
|
|
|
this.scene.addEntityProcessor(new MovementSystem());
|
|
|
|
|
|
this.scene.addEntityProcessor(new HealthSystem());
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-06-07 20:32:43 +08:00
|
|
|
|
public start(): void {
|
2025-06-08 21:50:50 +08:00
|
|
|
|
// 创建游戏实体
|
2025-06-07 20:32:43 +08:00
|
|
|
|
this.createPlayer();
|
2025-06-09 13:25:10 +08:00
|
|
|
|
this.createEnemies(50);
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
|
|
|
|
|
// 启动游戏循环
|
|
|
|
|
|
this.gameLoop();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-06-08 21:50:50 +08:00
|
|
|
|
private createPlayer(): Entity {
|
2025-06-09 13:25:10 +08:00
|
|
|
|
const player = this.entityManager.createEntity("Player");
|
|
|
|
|
|
player.addComponent(new PositionComponent(400, 300));
|
|
|
|
|
|
player.addComponent(new VelocityComponent(0, 0));
|
|
|
|
|
|
player.addComponent(new HealthComponent(100));
|
|
|
|
|
|
player.tag = "player";
|
2025-06-08 21:50:50 +08:00
|
|
|
|
return player;
|
2025-06-07 20:32:43 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2025-06-08 21:50:50 +08:00
|
|
|
|
private createEnemies(count: number): Entity[] {
|
2025-06-09 13:25:10 +08:00
|
|
|
|
const enemies = this.entityManager.createEntities(count, "Enemy");
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
2025-06-08 21:50:50 +08:00
|
|
|
|
enemies.forEach((enemy, index) => {
|
2025-06-09 13:25:10 +08:00
|
|
|
|
enemy.addComponent(new PositionComponent(
|
|
|
|
|
|
Math.random() * 800,
|
|
|
|
|
|
Math.random() * 600
|
|
|
|
|
|
));
|
|
|
|
|
|
enemy.addComponent(new VelocityComponent(
|
|
|
|
|
|
(Math.random() - 0.5) * 100,
|
|
|
|
|
|
(Math.random() - 0.5) * 100
|
|
|
|
|
|
));
|
|
|
|
|
|
enemy.addComponent(new HealthComponent(50));
|
|
|
|
|
|
enemy.tag = "enemy";
|
2025-06-07 20:32:43 +08:00
|
|
|
|
});
|
2025-06-08 21:50:50 +08:00
|
|
|
|
|
|
|
|
|
|
return enemies;
|
2025-06-07 20:32:43 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private gameLoop(): void {
|
2025-06-09 13:25:10 +08:00
|
|
|
|
const update = () => {
|
|
|
|
|
|
// 更新场景
|
|
|
|
|
|
this.scene.update();
|
|
|
|
|
|
requestAnimationFrame(update);
|
2025-06-07 20:32:43 +08:00
|
|
|
|
};
|
2025-06-09 13:25:10 +08:00
|
|
|
|
update();
|
2025-06-07 20:32:43 +08:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 启动游戏
|
|
|
|
|
|
const game = new SimpleGame();
|
|
|
|
|
|
game.start();
|
|
|
|
|
|
```
|
|
|
|
|
|
|
2025-06-08 21:50:50 +08:00
|
|
|
|
## 性能优化建议
|
|
|
|
|
|
|
|
|
|
|
|
### 1. 大规模实体处理
|
2025-06-09 13:25:10 +08:00
|
|
|
|
- 使用 `EntityManager.createEntities()` 批量创建实体
|
|
|
|
|
|
- 利用组件索引系统进行高效查询
|
|
|
|
|
|
- 启用Archetype系统减少查询遍历
|
2025-06-08 21:50:50 +08:00
|
|
|
|
|
|
|
|
|
|
### 2. 查询优化
|
2025-06-09 13:25:10 +08:00
|
|
|
|
- 使用 `EntityManager.query()` 流式API构建复杂查询
|
2025-06-08 21:50:50 +08:00
|
|
|
|
- 缓存频繁查询的结果
|
2025-06-09 13:25:10 +08:00
|
|
|
|
- 利用脏标记系统避免不必要的更新
|
2025-06-08 21:50:50 +08:00
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
### 3. 性能监控
|
|
|
|
|
|
- 定期检查 `EntityManager.getStatistics()` 获取性能数据
|
|
|
|
|
|
- 监控组件索引命中率
|
|
|
|
|
|
- 使用框架提供的性能统计功能
|
2025-06-08 21:50:50 +08:00
|
|
|
|
|
2025-06-07 20:32:43 +08:00
|
|
|
|
## 下一步
|
|
|
|
|
|
|
|
|
|
|
|
现在您已经掌握了 ECS Framework 的基础用法,可以继续学习:
|
|
|
|
|
|
|
2025-06-09 13:25:10 +08:00
|
|
|
|
- [EntityManager 使用指南](entity-manager-example.md) - 详细了解实体管理器的高级功能
|
|
|
|
|
|
- [性能优化指南](performance-optimization.md) - 深入了解三大性能优化系统
|
2025-06-07 20:32:43 +08:00
|
|
|
|
- [核心概念](core-concepts.md) - 深入了解 ECS 架构和设计原理
|
|
|
|
|
|
- [查询系统使用指南](query-system-usage.md) - 学习高性能查询系统的详细用法
|
|
|
|
|
|
|
|
|
|
|
|
## 常见问题
|
|
|
|
|
|
|
|
|
|
|
|
### Q: 如何在不同游戏引擎中集成?
|
|
|
|
|
|
|
|
|
|
|
|
A: ECS Framework 是引擎无关的,您只需要:
|
2025-06-08 21:50:50 +08:00
|
|
|
|
1. 通过npm安装框架 `npm install @esengine/ecs-framework`
|
2025-06-07 20:32:43 +08:00
|
|
|
|
2. 在游戏引擎的主循环中调用 `scene.update()`
|
|
|
|
|
|
3. 根据需要集成渲染、输入等引擎特定功能
|
|
|
|
|
|
|
|
|
|
|
|
### Q: 如何处理输入?
|
|
|
|
|
|
|
|
|
|
|
|
A: 框架本身不提供输入处理,建议:
|
|
|
|
|
|
1. 创建一个输入组件来存储输入状态
|
2025-06-08 21:50:50 +08:00
|
|
|
|
2. 在游戏引擎的输入回调中更新输入组件
|
|
|
|
|
|
3. 创建输入处理系统来响应输入状态
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
2025-06-08 21:50:50 +08:00
|
|
|
|
### Q: 如何优化大规模实体性能?
|
2025-06-07 20:32:43 +08:00
|
|
|
|
|
2025-06-08 21:50:50 +08:00
|
|
|
|
A: 关键优化策略:
|
2025-06-09 13:25:10 +08:00
|
|
|
|
1. 使用 `EntityManager` 的高级查询功能
|
|
|
|
|
|
2. 启用组件索引系统进行快速查询
|
|
|
|
|
|
3. 利用Archetype系统减少查询遍历
|
|
|
|
|
|
4. 使用脏标记系统避免不必要的更新
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### Q: EntityManager 有什么优势?
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A: EntityManager 提供了:
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- O(1) 复杂度的组件查询(使用索引)
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- 流式API的复杂查询构建
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- 自动的性能优化系统集成
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- 统一的实体管理接口
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