文档及教程更新

This commit is contained in:
YHH
2025-06-10 13:12:14 +08:00
parent ef023d27bf
commit 0c8f232282
21 changed files with 5470 additions and 2017 deletions

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@@ -6,15 +6,18 @@
```
ecs-framework/
├── source/
│ ├── src/ # 源代码
│ │ ├── ECS/ # ECS核心系统
│ │ ├── Types/ # 类型定义
│ │ ├── Utils/ # 工具类
│ │ └── Testing/ # 测试文件
│ ├── scripts/ # 构建脚本
│ └── tsconfig.json # TypeScript配置
── docs/ # 文档
├── src/ # 源代码
│ ├── ECS/ # ECS核心系统
│ │ ├── Core/ # 核心管理器
│ │ ├── Systems/ # 系统类型
│ │ ├── Utils/ # ECS工具类
│ │ └── Components/# 组件类型
│ ├── Types/ # TypeScript接口定义精简版
│ └── Utils/ # 通用工具类
── docs/ # 文档
├── scripts/ # 构建脚本
├── bin/ # 编译输出
└── dist/ # 发布版本
```
## 安装和使用
@@ -31,14 +34,17 @@ npm install @esengine/ecs-framework
# 克隆项目
git clone https://github.com/esengine/ecs-framework.git
# 进入源码目录
cd ecs-framework/source
# 进入项目目录
cd ecs-framework
# 安装依赖
npm install
# 编译TypeScript
npm run build
# 或者使用监听模式开发
npm run build:watch
```
## 基础设置
@@ -80,22 +86,7 @@ class GameManager {
Core.scene = this.scene;
// 初始化实体管理器
this.entityManager = new EntityManager(this.scene);
// 初始化性能优化
this.setupPerformanceOptimizations();
}
private setupPerformanceOptimizations() {
// 启用组件索引(自动优化查询性能)
// EntityManager内部已自动启用
// 可选:手动配置优化系统
const componentIndex = this.entityManager.getComponentIndex();
const archetypeSystem = this.entityManager.getArchetypeSystem();
const dirtyTracking = this.entityManager.getDirtyTrackingSystem();
// 优化系统会自动工作,通常无需手动配置
this.entityManager = new EntityManager();
}
public update(deltaTime: number): void {
@@ -216,7 +207,7 @@ class HealthComponent extends Component {
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。
### 1. 基础用法
### 基础实体操作
```typescript
// 获取EntityManager实例在GameManager中已创建
@@ -224,37 +215,22 @@ const entityManager = gameManager.getEntityManager();
// 创建单个实体
const player = entityManager.createEntity("Player");
player.addComponent(new PositionComponent(100, 100));
player.addComponent(new VelocityComponent(50, 0));
// 批量创建实体
const enemies = entityManager.createEntities(50, "Enemy");
enemies.forEach((enemy, index) => {
enemy.addComponent(new PositionComponent(
Math.random() * 800,
Math.random() * 600
));
enemy.addComponent(new HealthComponent(30));
enemy.tag = "enemy";
});
```
// 批量创建实体使用Scene方法
const enemies = scene.createEntities(50, "Enemy");
### 2. 高性能查询
```typescript
// 流式查询API - 支持复杂查询条件
// 查询操作
const movingEntities = entityManager
.query()
.withAll([PositionComponent, VelocityComponent])
.withoutTag("dead")
.active(true)
.withAll(PositionComponent, VelocityComponent)
.withNone(HealthComponent)
.execute();
// 快速组件查询使用O(1)索引)
// 组件查询
const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
// 标签查询
const allEnemies = entityManager.getEntitiesByTag("enemy");
const allEnemies = entityManager.getEntitiesByTag(2);
// 名称查询
const specificEnemy = entityManager.getEntityByName("BossEnemy");
@@ -262,59 +238,41 @@ const specificEnemy = entityManager.getEntityByName("BossEnemy");
// 复合查询
const livingEnemies = entityManager
.query()
.withAll([PositionComponent, HealthComponent])
.withTag("enemy")
.withoutTag("dead")
.where(entity => {
const health = entity.getComponent(HealthComponent);
return health && health.currentHealth > 0;
})
.withAll(HealthComponent)
.withTag(2)
.execute();
```
### 3. 批量操作
### 实体遍历
```typescript
// 批量处理实体
entityManager.forEachEntity(entity => {
// 处理所有实体
if (entity.tag === "bullet" && entity.position.y < 0) {
entity.destroy();
}
// 遍历所有实体
const allEntities = entityManager.getAllEntities();
allEntities.forEach(entity => {
console.log(`实体: ${entity.name}, ID: ${entity.id}`);
});
// 批量处理特定组件的实体
entityManager.forEachEntityWithComponent(HealthComponent, (entity, health) => {
if (health.currentHealth <= 0) {
entity.addTag("dead");
entity.enabled = false;
}
// 遍历特定组件的实体
const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
healthEntities.forEach(entity => {
const health = entity.getComponent(HealthComponent);
console.log(`${entity.name} 生命值: ${health.currentHealth}/${health.maxHealth}`);
});
// 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
### 性能监控
```typescript
// 获取性能优化系统
const componentIndex = entityManager.getComponentIndex();
const archetypeSystem = entityManager.getArchetypeSystem();
const dirtyTracking = entityManager.getDirtyTrackingSystem();
// 获取场景统计
const sceneStats = scene.getStats();
console.log('实体数量:', sceneStats.entityCount);
console.log('系统数量:', sceneStats.processorCount);
// 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());
// 获取查询系统统计
const queryStats = scene.querySystem.getStats();
console.log('查询统计:', queryStats);
// 手动优化(通常自动进行)
entityManager.optimize();
// 内存清理
entityManager.cleanup();
```
## 创建系统
@@ -322,45 +280,40 @@ entityManager.cleanup();
系统处理具有特定组件的实体集合,实现游戏逻辑。
```typescript
import { EntitySystem, Entity } from '@esengine/ecs-framework';
import { EntitySystem, Entity, Matcher, EntityManager } from '@esengine/ecs-framework';
class MovementSystem extends EntitySystem {
constructor() {
super(Matcher.empty().all(PositionComponent, VelocityComponent));
}
protected process(entities: Entity[]): void {
// 使用EntityManager进行高效查询
const entityManager = new EntityManager(this.scene);
const movingEntities = entityManager
.query()
.withAll([PositionComponent, VelocityComponent])
.execute();
// 使用Scene的查询系统进行高效查询
const movingEntities = this.scene.querySystem.queryAll(PositionComponent, VelocityComponent);
movingEntities.forEach(entity => {
movingEntities.entities.forEach(entity => {
const position = entity.getComponent(PositionComponent);
const velocity = entity.getComponent(VelocityComponent);
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;
}
position.x += velocity.dx * Time.deltaTime;
position.y += velocity.dy * Time.deltaTime;
}
});
}
}
class HealthSystem extends EntitySystem {
constructor() {
super(Matcher.empty().all(HealthComponent));
}
protected process(entities: Entity[]): void {
const entityManager = new EntityManager(this.scene);
const healthEntities = this.scene.querySystem.queryAll(HealthComponent);
// 查找所有有生命值的实体
entityManager.forEachEntityWithComponent(HealthComponent, (entity, health) => {
if (health.isDead()) {
healthEntities.entities.forEach(entity => {
const health = entity.getComponent(HealthComponent);
if (health && health.currentHealth <= 0) {
entity.destroy();
}
});
@@ -392,15 +345,14 @@ Core.emitter.removeObserver(CoreEvents.frameUpdated, this.onFrameUpdate);
### 性能监控
```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}`);
// 获取场景性能统计
const sceneStats = scene.getStats();
console.log(`总实体数: ${sceneStats.entityCount}`);
console.log(`系统数量: ${sceneStats.processorCount}`);
// 获取各优化系统统计
console.log('组件索引:', entityManager.getComponentIndex().getPerformanceStats());
console.log('Archetype:', entityManager.getArchetypeSystem().getStatistics());
console.log('脏标记:', entityManager.getDirtyTrackingSystem().getPerformanceStats());
// 获取查询系统统计
const queryStats = scene.querySystem.getStats();
console.log('查询统计:', queryStats);
```
## 简单示例
@@ -429,7 +381,7 @@ class SimpleGame {
this.scene.name = "GameScene";
Core.scene = this.scene;
this.entityManager = new EntityManager(this.scene);
this.entityManager = new EntityManager();
this.setupSystems();
}
@@ -457,7 +409,7 @@ class SimpleGame {
}
private createEnemies(count: number): Entity[] {
const enemies = this.entityManager.createEntities(count, "Enemy");
const enemies = this.scene.createEntities(count, "Enemy");
enemies.forEach((enemy, index) => {
enemy.addComponent(new PositionComponent(
@@ -493,7 +445,7 @@ game.start();
## 性能优化建议
### 1. 大规模实体处理
- 使用 `EntityManager.createEntities()` 批量创建实体
- 使用 `scene.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
@@ -503,7 +455,7 @@ game.start();
- 利用脏标记系统避免不必要的更新
### 3. 性能监控
- 定期检查 `EntityManager.getStatistics()` 获取性能数据
- 定期检查 `scene.getStats()` 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