refactor: reorganize package structure and decouple framework packages (#338)

* refactor: reorganize package structure and decouple framework packages

## Package Structure Reorganization
- Reorganized 55 packages into categorized subdirectories:
  - packages/framework/ - Generic framework (Laya/Cocos compatible)
  - packages/engine/ - ESEngine core modules
  - packages/rendering/ - Rendering modules (WASM dependent)
  - packages/physics/ - Physics modules
  - packages/streaming/ - World streaming
  - packages/network-ext/ - Network extensions
  - packages/editor/ - Editor framework and plugins
  - packages/rust/ - Rust WASM engine
  - packages/tools/ - Build tools and SDK

## Framework Package Decoupling
- Decoupled behavior-tree and blueprint packages from ESEngine dependencies
- Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent)
- ESEngine-specific code moved to esengine/ subpath exports
- Framework packages now usable with Cocos/Laya without ESEngine

## CI Configuration
- Updated CI to only type-check and lint framework packages
- Added type-check:framework and lint:framework scripts

## Breaking Changes
- Package import paths changed due to directory reorganization
- ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine')

* fix: update es-engine file path after directory reorganization

* docs: update README to focus on framework over engine

* ci: only build framework packages, remove Rust/WASM dependencies

* fix: remove esengine subpath from behavior-tree and blueprint builds

ESEngine integration code will only be available in full engine builds.
Framework packages are now purely engine-agnostic.

* fix: move network-protocols to framework, build both in CI

* fix: update workflow paths from packages/core to packages/framework/core

* fix: exclude esengine folder from type-check in behavior-tree and blueprint

* fix: update network tsconfig references to new paths

* fix: add test:ci:framework to only test framework packages in CI

* fix: only build core and math npm packages in CI

* fix: exclude test files from CodeQL and fix string escaping security issue
This commit is contained in:
YHH
2025-12-26 14:50:35 +08:00
committed by GitHub
parent a84ff902e4
commit 155411e743
1936 changed files with 4147 additions and 11578 deletions

View File

@@ -13,6 +13,48 @@
"baseBranch": "master",
"updateInternalDependencies": "patch",
"ignore": [
"@esengine/editor-app"
"@esengine/engine-core",
"@esengine/runtime-core",
"@esengine/asset-system",
"@esengine/material-system",
"@esengine/ecs-engine-bindgen",
"@esengine/script-runtime",
"@esengine/platform-common",
"@esengine/platform-web",
"@esengine/platform-wechat",
"@esengine/sprite",
"@esengine/camera",
"@esengine/particle",
"@esengine/tilemap",
"@esengine/mesh-3d",
"@esengine/effect",
"@esengine/audio",
"@esengine/fairygui",
"@esengine/physics-rapier2d",
"@esengine/rapier2d",
"@esengine/world-streaming",
"@esengine/network-server",
"@esengine/network-protocols",
"@esengine/editor-core",
"@esengine/editor-runtime",
"@esengine/editor-app",
"@esengine/sprite-editor",
"@esengine/camera-editor",
"@esengine/particle-editor",
"@esengine/tilemap-editor",
"@esengine/mesh-3d-editor",
"@esengine/fairygui-editor",
"@esengine/physics-rapier2d-editor",
"@esengine/behavior-tree-editor",
"@esengine/blueprint-editor",
"@esengine/asset-system-editor",
"@esengine/material-editor",
"@esengine/shader-editor",
"@esengine/world-streaming-editor",
"@esengine/node-editor",
"@esengine/build-config",
"@esengine/sdk",
"@esengine/worker-generator",
"@esengine/engine"
]
}

View File

@@ -6,3 +6,8 @@ paths-ignore:
- "**/node_modules"
- "**/dist"
- "**/bin"
- "**/tests"
- "**/*.test.ts"
- "**/*.spec.ts"
- "**/test"
- "**/__tests__"

View File

@@ -12,8 +12,7 @@ permissions:
jobs:
ai-helper:
runs-on: ubuntu-latest
# 只在真实用户提到 @ai-helper 时触发,忽略机器人评
if: |
# 只在真实用户提到 @ai-helper 时触发,忽略机器人评<EFBFBD><EFBFBD>? if: |
contains(github.event.comment.body, '@ai-helper') &&
github.event.comment.user.type != 'Bot'
steps:
@@ -31,7 +30,7 @@ jobs:
issue_number: context.issue.number
});
// 限制长度,避免超token 限制
// 限制长度,避免超<EFBFBD><EFBFBD>?token 限制
const maxLength = 1000;
const truncate = (str, max) => {
if (!str) return '';
@@ -55,8 +54,7 @@ jobs:
评论: ${{ env.COMMENT_BODY }}
请搜索项目代码并提供解决方案
PROMPT_EOF
请搜索项目代码并提供解决方案<EFBFBD><EFBFBD>? PROMPT_EOF
- name: AI Analysis
uses: actions/ai-inference@v1
@@ -66,10 +64,7 @@ jobs:
enable-github-mcp: true
max-tokens: 1500
system-prompt: |
你是 ECS Framework (TypeScript ECS 框架) AI 助手
主要代码在 packages/core/src。
搜索相关代码后,用中文简洁回答问题,包含问题分析、解决方案和代码引用。
prompt-file: prompt.txt
你是 ECS Framework (TypeScript ECS 框架) <EFBFBD><EFBFBD>?AI 助手<EFBFBD><EFBFBD>? 主要代码<E4BBA3><E7A081>?packages/framework/core/src<72><63>? 搜索相关代码后用中文简洁回答问题包含问题分析、解决方案和代码引用<E5BC95><E794A8>? prompt-file: prompt.txt
- name: Post AI Response
env:

View File

@@ -8,14 +8,14 @@ on:
required: true
type: choice
options:
- 'recent' # 最近 20 个 issue
- 'open' # 所有打开issue
- 'recent' # 最<EFBFBD><EFBFBD>?20 <20><>?issue
- 'open' # 所有打开<EFBFBD><EFBFBD>?issue
- 'unlabeled' # 只处理没有标签的 issue
- 'all' # 所issue慎用
- 'all' # 所<EFBFBD><EFBFBD>?issue慎用
default: 'recent'
skip_labeled:
description: '跳过已有标签issue'
description: '跳过已有标签<EFBFBD><EFBFBD>?issue'
required: false
type: boolean
default: true
@@ -45,20 +45,20 @@ jobs:
echo "📊 开始批量打标签..."
echo "模式: $MODE"
echo "跳过已标签: $SKIP_LABELED"
echo "跳过已标<EFBFBD><EFBFBD>? $SKIP_LABELED"
# 获取 issue 列表
if [ "$MODE" = "recent" ]; then
echo "📋 获取最近 20 个 issue..."
echo "📋 获取最<EFBFBD><EFBFBD>?20 <20><>?issue..."
ISSUES=$(gh issue list --limit 20 --json number,labels,title,body --jq '.[] | {number, labels: [.labels[].name], title, body}')
elif [ "$MODE" = "open" ]; then
echo "📋 获取所有打开issue..."
echo "📋 获取所有打开<EFBFBD><EFBFBD>?issue..."
ISSUES=$(gh issue list --state open --json number,labels,title,body --jq '.[] | {number, labels: [.labels[].name], title, body}')
elif [ "$MODE" = "unlabeled" ]; then
echo "📋 获取没有标签issue..."
echo "📋 获取没有标签<EFBFBD><EFBFBD>?issue..."
ISSUES=$(gh issue list --state all --json number,labels,title,body --jq '.[] | select(.labels | length == 0) | {number, labels: [.labels[].name], title, body}')
else
echo "📋 获取所issue100 个)..."
echo "📋 获取所<EFBFBD><EFBFBD>?issue<EFBFBD><EFBFBD>?100 个)..."
ISSUES=$(gh issue list --state all --limit 100 --json number,labels,title,body --jq '.[] | {number, labels: [.labels[].name], title, body}')
fi
@@ -76,7 +76,7 @@ jobs:
echo "🔍 处理 Issue #$ISSUE_NUM: $TITLE"
echo " 现有标签: $EXISTING_LABELS"
# 跳过已有标签issue
# 跳过已有标签<EFBFBD><EFBFBD>?issue
if [ "$SKIP_LABELED" = "true" ] && [ ! -z "$EXISTING_LABELS" ]; then
echo " ⏭️ 跳过(已有标签)"
continue
@@ -85,55 +85,55 @@ jobs:
# 分析内容并打标签
LABELS_TO_ADD=""
# 检bug
# 检<EFBFBD><EFBFBD>?bug
if echo "$TITLE $BODY" | grep -iE "(bug|错误|崩溃|crash|error|exception|问题|fix)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD bug"
echo " 🐛 检测到: bug"
fi
# 检feature request
# 检<EFBFBD><EFBFBD>?feature request
if echo "$TITLE $BODY" | grep -iE "(feature|功能|enhancement|improve|优化|建议|新增|添加|add)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD enhancement"
echo " 检测到: enhancement"
echo " <EFBFBD><EFBFBD>?检测到: enhancement"
fi
# 检question
if echo "$TITLE $BODY" | grep -iE "(question|疑问|how to|如何|怎么|为什么|why|咨询|\?|)" > /dev/null; then
# 检<EFBFBD><EFBFBD>?question
if echo "$TITLE $BODY" | grep -iE "(question|疑问|how to|如何|怎么|为什么|why|咨询|\?|<EFBFBD><EFBFBD>?" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD question"
echo " 检测到: question"
echo " <EFBFBD><EFBFBD>?检测到: question"
fi
# 检documentation
# 检<EFBFBD><EFBFBD>?documentation
if echo "$TITLE $BODY" | grep -iE "(doc|文档|readme|guide|tutorial|教程|说明)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD documentation"
echo " 📖 检测到: documentation"
fi
# 检performance
# 检<EFBFBD><EFBFBD>?performance
if echo "$TITLE $BODY" | grep -iE "(performance|性能|slow|慢|lag|卡顿|optimize|优化)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD performance"
echo " 检测到: performance"
echo " <EFBFBD><EFBFBD>?检测到: performance"
fi
# 检core
if echo "$TITLE $BODY" | grep -iE "(@esengine/ecs-framework|packages/core|core package|核心包)" > /dev/null; then
# 检<EFBFBD><EFBFBD>?core
if echo "$TITLE $BODY" | grep -iE "(@esengine/ecs-framework|packages/framework/core|core package|核心<EFBFBD><EFBFBD>?" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD core"
echo " 🎯 检测到: core"
fi
# 检editor
# 检<EFBFBD><EFBFBD>?editor
if echo "$TITLE $BODY" | grep -iE "(editor|编辑器|tauri)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD editor"
echo " 🎨 检测到: editor"
fi
# 检network
# 检<EFBFBD><EFBFBD>?network
if echo "$TITLE $BODY" | grep -iE "(network|网络|multiplayer|多人|同步)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD network"
echo " 🌐 检测到: network"
fi
# 检help wanted
# 检<EFBFBD><EFBFBD>?help wanted
if echo "$TITLE $BODY" | grep -iE "(help wanted|需要帮助|求助)" > /dev/null; then
LABELS_TO_ADD="$LABELS_TO_ADD help wanted"
echo " 🆘 检测到: help wanted"
@@ -141,12 +141,12 @@ jobs:
# 添加标签
if [ ! -z "$LABELS_TO_ADD" ]; then
echo " 添加标签: $LABELS_TO_ADD"
echo " <EFBFBD><EFBFBD>?添加标签: $LABELS_TO_ADD"
for label in $LABELS_TO_ADD; do
gh issue edit $ISSUE_NUM --add-label "$label" 2>&1 | grep -v "already exists" || true
done
echo " 💬 添加说明评论..."
gh issue comment $ISSUE_NUM --body $'🤖 自动标签系统检测到issue 并添加了相关标签。如有误判,请告知维护者。\n\n🤖 Auto-labeling system detected and labeled this issue. Please let maintainers know if this is incorrect.' || true
gh issue comment $ISSUE_NUM --body $'🤖 自动标签系统检测到<EFBFBD><EFBFBD>?issue 并添加了相关标签。如有误判,请告知维护者。\n\n🤖 Auto-labeling system detected and labeled this issue. Please let maintainers know if this is incorrect.' || true
else
echo " 未检测到明确类型"
fi
@@ -156,5 +156,5 @@ jobs:
done
echo ""
echo "批量标签完成"
echo "<EFBFBD><EFBFBD>?批量标签完成<EFBFBD><EFBFBD>?
echo "查看结果: https://github.com/${{ github.repository }}/issues"

View File

@@ -42,57 +42,35 @@ jobs:
node-version: '20.x'
cache: 'pnpm'
- name: Install Rust stable
uses: dtolnay/rust-toolchain@stable
with:
targets: wasm32-unknown-unknown
# 缓存 Rust 编译结果
- name: Cache Rust dependencies
uses: Swatinem/rust-cache@v2
with:
workspaces: packages/engine
cache-on-failure: true
# 缓存 wasm-pack
- name: Cache wasm-pack
uses: actions/cache@v4
with:
path: ~/.cargo/bin/wasm-pack
key: wasm-pack-${{ runner.os }}
- name: Install wasm-pack
run: |
if ! command -v wasm-pack &> /dev/null; then
cargo install wasm-pack
fi
- name: Install dependencies
run: pnpm install --no-frozen-lockfile
# 构建所有包 (使用 Turborepo Remote Cache)
- name: Build all packages
run: pnpm run build
- name: Copy WASM files to ecs-engine-bindgen
# 构建 framework 包 (可独立发布的通用库,无外部依赖)
- name: Build framework packages
run: |
mkdir -p packages/ecs-engine-bindgen/src/wasm
cp packages/engine/pkg/es_engine.js packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine.d.ts packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine_bg.wasm packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine_bg.wasm.d.ts packages/ecs-engine-bindgen/src/wasm/
pnpm --filter @esengine/ecs-framework build
pnpm --filter @esengine/ecs-framework-math build
pnpm --filter @esengine/behavior-tree build
pnpm --filter @esengine/blueprint build
pnpm --filter @esengine/fsm build
pnpm --filter @esengine/timer build
pnpm --filter @esengine/spatial build
pnpm --filter @esengine/procgen build
pnpm --filter @esengine/pathfinding build
pnpm --filter @esengine/network-protocols build
pnpm --filter @esengine/network build
# 类型检查
- name: Type check
run: pnpm run type-check
# 类型检查 (仅 framework 包)
- name: Type check (framework packages)
run: pnpm run type-check:framework
# Lint 检查
- name: Lint check
run: pnpm run lint
# Lint 检查 (仅 framework 包)
- name: Lint check (framework packages)
run: pnpm run lint:framework
# 测试
# 测试 (仅 framework 包)
- name: Run tests with coverage
run: pnpm run test:ci
run: pnpm run test:ci:framework
- name: Upload coverage to Codecov
uses: codecov/codecov-action@v4
@@ -103,9 +81,11 @@ jobs:
name: codecov-umbrella
fail_ci_if_error: false
# 构建 npm 包
# 构建 npm 包 (core 和 math)
- name: Build npm packages
run: pnpm run build:npm
run: |
pnpm run build:npm:core
pnpm run build:npm:math
# 上传构建产物
- name: Upload build artifacts
@@ -113,6 +93,6 @@ jobs:
with:
name: build-artifacts
path: |
packages/*/dist/
packages/*/bin/
packages/framework/**/dist/
packages/framework/**/bin/
retention-days: 7

View File

@@ -28,7 +28,7 @@ jobs:
- name: Run tests with coverage
run: |
cd packages/core
cd packages/framework/core
pnpm run test:coverage
- name: Upload coverage to Codecov
@@ -36,7 +36,7 @@ jobs:
continue-on-error: true
with:
token: ${{ secrets.CODECOV_TOKEN }}
files: ./packages/core/coverage/coverage-final.json
files: ./packages/framework/core/coverage/coverage-final.json
flags: core
name: core-coverage
fail_ci_if_error: false
@@ -46,4 +46,4 @@ jobs:
uses: actions/upload-artifact@v4
with:
name: coverage-report
path: packages/core/coverage/
path: packages/framework/core/coverage/

View File

@@ -50,7 +50,7 @@ jobs:
- name: Rust cache
uses: Swatinem/rust-cache@v2
with:
workspaces: packages/editor-app/src-tauri
workspaces: packages/editor/editor-app/src-tauri
cache-on-failure: true
- name: Install dependencies (Ubuntu)
@@ -65,7 +65,7 @@ jobs:
- name: Update version in config files (for manual trigger)
if: github.event_name == 'workflow_dispatch'
run: |
cd packages/editor-app
cd packages/editor/editor-app
node -e "const pkg=require('./package.json'); pkg.version='${{ github.event.inputs.version }}'; require('fs').writeFileSync('./package.json', JSON.stringify(pkg, null, 2)+'\n')"
node scripts/sync-version.js
@@ -80,15 +80,15 @@ jobs:
- name: Copy WASM files to ecs-engine-bindgen
shell: bash
run: |
mkdir -p packages/ecs-engine-bindgen/src/wasm
cp packages/engine/pkg/es_engine.js packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine.d.ts packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine_bg.wasm packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine_bg.wasm.d.ts packages/ecs-engine-bindgen/src/wasm/
mkdir -p packages/engine/ecs-engine-bindgen/src/wasm
cp packages/rust/engine/pkg/es_engine.js packages/engine/ecs-engine-bindgen/src/wasm/
cp packages/rust/engine/pkg/es_engine.d.ts packages/engine/ecs-engine-bindgen/src/wasm/
cp packages/rust/engine/pkg/es_engine_bg.wasm packages/engine/ecs-engine-bindgen/src/wasm/
cp packages/rust/engine/pkg/es_engine_bg.wasm.d.ts packages/engine/ecs-engine-bindgen/src/wasm/
- name: Bundle runtime files for Tauri
run: |
cd packages/editor-app
cd packages/editor/editor-app
node scripts/bundle-runtime.mjs
- name: Build Tauri app
@@ -99,7 +99,7 @@ jobs:
TAURI_SIGNING_PRIVATE_KEY: ${{ secrets.TAURI_SIGNING_PRIVATE_KEY }}
TAURI_SIGNING_PRIVATE_KEY_PASSWORD: ${{ secrets.TAURI_SIGNING_PRIVATE_KEY_PASSWORD }}
with:
projectPath: packages/editor-app
projectPath: packages/editor/editor-app
tagName: ${{ github.event_name == 'workflow_dispatch' && format('editor-v{0}', github.event.inputs.version) || github.ref_name }}
releaseName: 'ECS Editor v${{ github.event.inputs.version || github.ref_name }}'
releaseBody: 'See the assets to download this version and install.'
@@ -116,8 +116,8 @@ jobs:
with:
name: windows-unsigned
path: |
packages/editor-app/src-tauri/target/release/bundle/nsis/*.exe
packages/editor-app/src-tauri/target/release/bundle/msi/*.msi
packages/editor/editor-app/src-tauri/target/release/bundle/nsis/*.exe
packages/editor/editor-app/src-tauri/target/release/bundle/msi/*.msi
retention-days: 1
# SignPath 代码签名Windows
@@ -221,7 +221,7 @@ jobs:
- name: Update version files
run: |
cd packages/editor-app
cd packages/editor/editor-app
node -e "const pkg=require('./package.json'); pkg.version='${{ github.event.inputs.version }}'; require('fs').writeFileSync('./package.json', JSON.stringify(pkg, null, 2)+'\n')"
node scripts/sync-version.js
@@ -239,8 +239,8 @@ jobs:
This PR updates the editor version after successful release build.
### Changes
- Updated `packages/editor-app/package.json` → `${{ github.event.inputs.version }}`
- Updated `packages/editor-app/src-tauri/tauri.conf.json` → `${{ github.event.inputs.version }}`
- Updated `packages/editor/editor-app/package.json` → `${{ github.event.inputs.version }}`
- Updated `packages/editor/editor-app/src-tauri/tauri.conf.json` → `${{ github.event.inputs.version }}`
### Release
- [GitHub Release](https://github.com/${{ github.repository }}/releases/tag/editor-v${{ github.event.inputs.version }})

View File

@@ -1,7 +1,7 @@
name: Release NPM Packages
on:
# 标签触发:支持 v* 和 {package}-v* 格式
# 标签触发:支<EFBFBD><EFBFBD>?v* <20><>?{package}-v* 格式
# Tag trigger: supports v* and {package}-v* formats
push:
tags:
@@ -20,7 +20,7 @@ on:
workflow_dispatch:
inputs:
package:
description: '选择要发布的| Select package to publish'
description: '选择要发布的<EFBFBD><EFBFBD>?| Select package to publish'
required: true
type: choice
options:
@@ -65,7 +65,7 @@ jobs:
TAG="${GITHUB_REF#refs/tags/}"
echo "tag=$TAG" >> $GITHUB_OUTPUT
# 解析格式v1.0.0 package-v1.0.0
# 解析格式v1.0.0 <EFBFBD><EFBFBD>?package-v1.0.0
# Parse format: v1.0.0 or package-v1.0.0
if [[ "$TAG" =~ ^v([0-9]+\.[0-9]+\.[0-9]+.*)$ ]]; then
PACKAGE="core"
@@ -85,7 +85,7 @@ jobs:
echo "📦 Package: $PACKAGE"
echo "📌 Version: $VERSION"
else
# 手动触发:从 package.json 读取bump 版本
# 手动触发:从 package.json 读取<EFBFBD><EFBFBD>?bump 版本
# Manual trigger: read from package.json and bump version
PACKAGE="${{ github.event.inputs.package }}"
echo "package=$PACKAGE" >> $GITHUB_OUTPUT
@@ -125,7 +125,7 @@ jobs:
exit 1
fi
echo "Version verified: $EXPECTED_VERSION"
echo "<EFBFBD><EFBFBD>?Version verified: $EXPECTED_VERSION"
- name: Bump version (manual mode)
if: steps.parse.outputs.mode == 'manual'
@@ -147,7 +147,7 @@ jobs:
node -e "const fs=require('fs'); const pkg=JSON.parse(fs.readFileSync('package.json')); pkg.version='$NEW_VERSION'; fs.writeFileSync('package.json', JSON.stringify(pkg, null, 2)+'\n')"
echo "version=$NEW_VERSION" >> $GITHUB_OUTPUT
echo "📌 Bumped version: $CURRENT $NEW_VERSION"
echo "📌 Bumped version: $CURRENT <EFBFBD><EFBFBD>?$NEW_VERSION"
- name: Set final version
id: version
@@ -161,7 +161,7 @@ jobs:
- name: Build core package (if needed)
if: ${{ steps.parse.outputs.package != 'core' && steps.parse.outputs.package != 'node-editor' && steps.parse.outputs.package != 'worker-generator' }}
run: |
cd packages/core
cd packages/framework/core
pnpm run build
- name: Build node-editor package (if needed for blueprint)
@@ -188,8 +188,7 @@ jobs:
with:
tag_name: ${{ steps.parse.outputs.tag }}
name: "${{ steps.parse.outputs.package }} v${{ steps.version.outputs.value }}"
# 不设置为 latestlatest 保留给编辑器热更新使
# Don't mark as latest, reserve latest for editor auto-update
# 不设置为 latestlatest 保留给编辑器热更新使<EFBFBD><EFBFBD>? # Don't mark as latest, reserve latest for editor auto-update
make_latest: false
body: |
## 🚀 @esengine/${{ steps.parse.outputs.package }} v${{ steps.version.outputs.value }}
@@ -218,14 +217,13 @@ jobs:
body: |
## 🚀 Release v${{ steps.version.outputs.value }}
PR 更新 `@esengine/${{ steps.parse.outputs.package }}` 包的版本
<EFBFBD><EFBFBD>?PR 更新 `@esengine/${{ steps.parse.outputs.package }}` 包的版本<EFBFBD><EFBFBD>?
### 变更
- 已发布到 npm: [@esengine/${{ steps.parse.outputs.package }}@${{ steps.version.outputs.value }}](https://www.npmjs.com/package/@esengine/${{ steps.parse.outputs.package }}/v/${{ steps.version.outputs.value }})
- 更新 `packages/${{ steps.parse.outputs.package }}/package.json` `${{ steps.version.outputs.value }}`
- <EFBFBD><EFBFBD>?已发布到 npm: [@esengine/${{ steps.parse.outputs.package }}@${{ steps.version.outputs.value }}](https://www.npmjs.com/package/@esengine/${{ steps.parse.outputs.package }}/v/${{ steps.version.outputs.value }})
- <EFBFBD><EFBFBD>?更新 `packages/${{ steps.parse.outputs.package }}/package.json` <EFBFBD><EFBFBD>?`${{ steps.version.outputs.value }}`
---
*PR 由发布工作流自动创建*
*<EFBFBD><EFBFBD>?PR 由发布工作流自动创建*
labels: |
release
${{ steps.parse.outputs.package }}

View File

@@ -6,8 +6,8 @@ on:
- master
- main
paths:
- 'packages/core/src/**'
- 'packages/core/package.json'
- 'packages/framework/core/src/**'
- 'packages/framework/core/package.json'
- '.size-limit.json'
permissions:
@@ -36,7 +36,7 @@ jobs:
- name: Build core package
run: |
cd packages/core
cd packages/framework/core
pnpm run build:npm
- name: Check bundle size

293
README.md
View File

@@ -5,7 +5,7 @@
</h1>
<p align="center">
<strong>Cross-platform 2D Game Engine</strong>
<strong>Modular Game Framework for TypeScript</strong>
</p>
<p align="center">
@@ -23,55 +23,35 @@
<p align="center">
<a href="https://esengine.cn/">Documentation</a> ·
<a href="https://esengine.cn/api/README">API Reference</a> ·
<a href="https://github.com/esengine/esengine/releases">Download Editor</a> ·
<a href="./examples/">Examples</a>
</p>
---
> **Just need ECS?** The core ECS framework [`@esengine/ecs-framework`](./packages/core/) can be used standalone with Cocos Creator, Laya, or any JS engine. [View ECS Documentation](./packages/core/README.md)
## What is ESEngine?
## Overview
ESEngine is a collection of **engine-agnostic game development modules** for TypeScript. Use them with Cocos Creator, Laya, Phaser, PixiJS, or any JavaScript game engine.
ESEngine is a cross-platform 2D game engine built from the ground up with modern web technologies. It provides a comprehensive toolset that enables developers to focus on creating games rather than building infrastructure.
Export your games to multiple platforms including web browsers, WeChat Mini Games, and other mini-game platforms from a single codebase.
## Key Features
| Feature | Description |
|---------|-------------|
| **ECS Architecture** | Data-driven Entity-Component-System pattern for flexible and cache-friendly game logic |
| **High-Performance Rendering** | Rust/WebAssembly 2D renderer with automatic sprite batching and WebGL 2.0 backend |
| **Visual Editor** | Cross-platform desktop editor built with Tauri for scene management and asset workflows |
| **Modular Design** | Import only what you need - each feature is a standalone package |
| **Multi-Platform Export** | Deploy to Web, WeChat Mini Games, and more from one codebase |
| **Physics Integration** | 2D physics powered by Rapier with editor visualization |
| **Visual Scripting** | Behavior trees and blueprint system for designers |
## Tech Stack
- **Runtime**: TypeScript, Rust, WebAssembly
- **Renderer**: WebGL 2.0, WGPU (planned)
- **Editor**: Tauri, React, Zustand
- **Physics**: Rapier2D
- **Build**: pnpm, Turborepo, Rollup
## License
ESEngine is **free and open source** under the [MIT License](LICENSE). No royalties, no strings attached.
## Installation
### npm
The core is a high-performance **ECS (Entity-Component-System)** framework, accompanied by optional modules for AI, networking, physics, and more.
```bash
npm install @esengine/ecs-framework
```
### Editor
## Features
Download pre-built binaries from the [Releases](https://github.com/esengine/esengine/releases) page (Windows, macOS).
| Module | Description | Engine Required |
|--------|-------------|:---------------:|
| **ECS Core** | Entity-Component-System framework with reactive queries | No |
| **Behavior Tree** | AI behavior trees with visual editor support | No |
| **Blueprint** | Visual scripting system | No |
| **FSM** | Finite state machine | No |
| **Timer** | Timer and cooldown systems | No |
| **Spatial** | Spatial indexing and queries (QuadTree, Grid) | No |
| **Pathfinding** | A* and navigation mesh pathfinding | No |
| **Network** | Client/server networking with TSRPC | No |
> All framework modules can be used standalone with any rendering engine.
## Quick Start
@@ -81,6 +61,7 @@ import {
Matcher, Time, ECSComponent, ECSSystem
} from '@esengine/ecs-framework';
// Define components (data only)
@ECSComponent('Position')
class Position extends Component {
x = 0;
@@ -93,6 +74,7 @@ class Velocity extends Component {
dy = 0;
}
// Define system (logic)
@ECSSystem('Movement')
class MovementSystem extends EntitySystem {
constructor() {
@@ -120,7 +102,7 @@ player.addComponent(new Velocity());
Core.setScene(scene);
// Game loop
// Integrate with your game loop
function gameLoop(currentTime: number) {
Core.update(currentTime / 1000);
requestAnimationFrame(gameLoop);
@@ -128,109 +110,126 @@ function gameLoop(currentTime: number) {
requestAnimationFrame(gameLoop);
```
## Packages
## Using with Other Engines
ESEngine is organized as a monorepo with 50+ modular packages. Install only what you need.
ESEngine's framework modules are designed to work alongside your preferred rendering engine:
### Essential
### With Cocos Creator
```bash
npm install @esengine/ecs-framework # Core ECS (can be used standalone)
npm install @esengine/engine-core # Full engine with module system
```typescript
import { Component as CCComponent, _decorator } from 'cc';
import { Core, Scene, Matcher, EntitySystem } from '@esengine/ecs-framework';
import { BehaviorTreeExecutionSystem } from '@esengine/behavior-tree';
const { ccclass } = _decorator;
@ccclass('GameManager')
export class GameManager extends CCComponent {
private ecsScene!: Scene;
start() {
Core.create();
this.ecsScene = new Scene();
// Add ECS systems
this.ecsScene.addSystem(new BehaviorTreeExecutionSystem());
this.ecsScene.addSystem(new MyGameSystem());
Core.setScene(this.ecsScene);
}
update(dt: number) {
Core.update(dt);
}
}
```
### Popular Modules
### With Laya
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { FSMSystem } from '@esengine/fsm';
class Main {
constructor() {
Core.create();
const scene = new Scene();
scene.addSystem(new FSMSystem());
Core.setScene(scene);
Laya.timer.frameLoop(1, this, this.update);
}
update() {
Core.update(Laya.timer.delta / 1000);
}
}
```
## Packages
### Framework (Engine-Agnostic)
These packages have **zero rendering dependencies** and work with any engine:
```bash
npm install @esengine/ecs-framework # Core ECS
npm install @esengine/behavior-tree # AI behavior trees
npm install @esengine/blueprint # Visual scripting
npm install @esengine/fsm # State machines
npm install @esengine/timer # Timers & cooldowns
npm install @esengine/spatial # Spatial indexing
npm install @esengine/pathfinding # Pathfinding
npm install @esengine/network # Networking
```
### ESEngine Runtime (Optional)
If you want a complete engine solution with rendering:
| Category | Packages |
|----------|----------|
| **Rendering** | `sprite`, `tilemap`, `particle`, `mesh-3d`, `fairygui` |
| **Core** | `engine-core`, `asset-system`, `material-system` |
| **Rendering** | `sprite`, `tilemap`, `particle`, `camera`, `mesh-3d` |
| **Physics** | `physics-rapier2d` |
| **AI & Logic** | `behavior-tree`, `blueprint` |
| **Network** | `network`, `network-server` |
| **Platform** | `platform-web`, `platform-wechat` |
<details>
<summary><b>View all 50+ packages</b></summary>
### Editor (Optional)
#### Core
- `@esengine/ecs-framework` - ECS framework core
- `@esengine/math` - Vector, matrix utilities
- `@esengine/engine` - Rust/WASM renderer
- `@esengine/engine-core` - Module lifecycle
A visual editor built with Tauri for scene management:
#### Runtime
- `@esengine/sprite` - 2D sprites & animation
- `@esengine/tilemap` - Tile-based maps
- `@esengine/particle` - Particle effects
- `@esengine/physics-rapier2d` - 2D physics
- `@esengine/behavior-tree` - AI behavior trees
- `@esengine/blueprint` - Visual scripting
- `@esengine/camera` - Camera system
- `@esengine/audio` - Audio playback
- `@esengine/fairygui` - FairyGUI integration
- `@esengine/mesh-3d` - 3D mesh (FBX/GLTF/OBJ)
- `@esengine/material-system` - Materials & shaders
- `@esengine/asset-system` - Asset management
- `@esengine/world-streaming` - Large world streaming
- Download from [Releases](https://github.com/esengine/esengine/releases)
- Supports behavior tree editing, tilemap painting, visual scripting
#### Network
- `@esengine/network` - Client (TSRPC)
- `@esengine/network-server` - Server runtime
- `@esengine/network-protocols` - Shared protocols
## Project Structure
#### Editor Extensions
All runtime modules have corresponding `-editor` packages for visual editing.
#### Platform
- `@esengine/platform-common` - Platform abstraction
- `@esengine/platform-web` - Web runtime
- `@esengine/platform-wechat` - WeChat Mini Game
</details>
## Editor
The ESEngine Editor is a cross-platform desktop application built with Tauri and React.
### Features
- Scene hierarchy and entity management
- Component inspector with custom property editors
- Asset browser with drag-and-drop
- Tilemap editor with paint and fill tools
- Behavior tree visual editor
- Blueprint visual scripting
- Material and shader editing
- Built-in performance profiler
- Localization (English, Chinese)
### Screenshot
![ESEngine Editor](screenshots/main_screetshot.png)
## Platform Support
| Platform | Runtime | Editor |
|----------|:-------:|:------:|
| Web Browser | ✓ | - |
| Windows | - | ✓ |
| macOS | - | ✓ |
| WeChat Mini Game | In Progress | - |
| Playable Ads | Planned | - |
| Android | Planned | - |
| iOS | Planned | - |
```
esengine/
├── packages/
│ ├── framework/ # Engine-agnostic modules (NPM publishable)
│ │ ├── core/ # ECS Framework
│ │ ├── math/ # Math utilities
│ │ ├── behavior-tree/ # AI behavior trees
│ │ ├── blueprint/ # Visual scripting
│ │ ├── fsm/ # Finite state machine
│ │ ├── timer/ # Timer system
│ │ ├── spatial/ # Spatial queries
│ │ ├── pathfinding/ # Pathfinding
│ │ ├── procgen/ # Procedural generation
│ │ └── network/ # Networking
│ │
│ ├── engine/ # ESEngine runtime
│ ├── rendering/ # Rendering modules
│ ├── physics/ # Physics modules
│ ├── editor/ # Visual editor
│ └── rust/ # WASM renderer
├── docs/ # Documentation
└── examples/ # Examples
```
## Building from Source
### Prerequisites
- Node.js 18+
- pnpm 10+
- Rust toolchain (for WASM renderer)
- wasm-pack
### Setup
```bash
git clone https://github.com/esengine/esengine.git
cd esengine
@@ -238,54 +237,28 @@ cd esengine
pnpm install
pnpm build
# Optional: Build WASM renderer
pnpm build:wasm
# Type check framework packages
pnpm type-check:framework
# Run tests
pnpm test
```
### Run Editor
```bash
cd packages/editor-app
pnpm tauri:dev
```
### Project Structure
```
esengine/
├── packages/
│ ├── core/ # ECS Framework (@esengine/ecs-framework)
│ ├── math/ # Math library (@esengine/math)
│ ├── engine-core/ # Engine lifecycle management
│ ├── sprite/ # 2D sprite rendering
│ ├── tilemap/ # Tilemap system
│ ├── physics-rapier2d/ # Physics engine
│ ├── behavior-tree/ # AI behavior trees
│ ├── editor-app/ # Desktop editor (Tauri)
│ └── ... # Other modules
├── docs/ # Documentation source
├── examples/ # Example projects
├── scripts/ # Build utilities
└── thirdparty/ # Third-party dependencies
```
> **Looking for ECS source code?** The ECS framework is in `packages/core/`
## Documentation
- [Getting Started](https://esengine.cn/guide/getting-started.html)
- [Architecture Guide](https://esengine.cn/guide/)
- [ECS Framework Guide](./packages/framework/core/README.md)
- [Behavior Tree Guide](./packages/framework/behavior-tree/README.md)
- [API Reference](https://esengine.cn/api/README)
## Community
- [Discord](https://discord.gg/gCAgzXFW) - Chat with the community
- [GitHub Issues](https://github.com/esengine/esengine/issues) - Bug reports and feature requests
- [GitHub Discussions](https://github.com/esengine/esengine/discussions) - Questions and ideas
- [Discord](https://discord.gg/gCAgzXFW) - Chat with the community
## Contributing
Contributions are welcome. Please read the contributing guidelines before submitting a pull request.
Contributions are welcome! Please read our contributing guidelines before submitting a pull request.
1. Fork the repository
2. Create a feature branch (`git checkout -b feature/amazing-feature`)
@@ -295,10 +268,10 @@ Contributions are welcome. Please read the contributing guidelines before submit
## License
ESEngine is licensed under the [MIT License](LICENSE).
ESEngine is licensed under the [MIT License](LICENSE). Free for personal and commercial use.
---
<p align="center">
Made with ❤️ by the ESEngine team
Made with care by the ESEngine community
</p>

View File

@@ -5,7 +5,7 @@
</h1>
<p align="center">
<strong>跨平台 2D 游戏引擎</strong>
<strong>TypeScript 模块化游戏框架</strong>
</p>
<p align="center">
@@ -23,55 +23,35 @@
<p align="center">
<a href="https://esengine.cn/">文档</a> ·
<a href="https://esengine.cn/api/README">API 参考</a> ·
<a href="https://github.com/esengine/esengine/releases">下载编辑器</a> ·
<a href="./examples/">示例</a>
</p>
---
> **只需要 ECS** 核心 ECS 框架 [`@esengine/ecs-framework`](./packages/core/) 可独立使用,支持 Cocos Creator、Laya 或任何 JS 引擎。[查看 ECS 文档](./packages/core/README_CN.md)
## ESEngine 是什么?
## 概述
ESEngine 是一套**引擎无关的游戏开发模块**,可与 Cocos Creator、Laya、Phaser、PixiJS 等任何 JavaScript 游戏引擎配合使用。
ESEngine 是一款基于现代 Web 技术从零构建的跨平台 2D 游戏引擎。它提供完整的工具集,让开发者专注于游戏创作而非基础设施搭建
一套代码即可导出到 Web 浏览器、微信小游戏等多个平台。
## 核心特性
| 特性 | 描述 |
|-----|------|
| **ECS 架构** | 数据驱动的实体-组件-系统模式,提供灵活且缓存友好的游戏逻辑 |
| **高性能渲染** | Rust/WebAssembly 2D 渲染器,支持自动精灵批处理和 WebGL 2.0 |
| **可视化编辑器** | 基于 Tauri 的跨平台桌面编辑器,支持场景管理和资源工作流 |
| **模块化设计** | 按需引入,每个功能都是独立的包 |
| **多平台导出** | 一套代码部署到 Web、微信小游戏等平台 |
| **物理集成** | 基于 Rapier 的 2D 物理,支持编辑器可视化 |
| **可视化脚本** | 行为树和蓝图系统,适合策划使用 |
## 技术栈
- **运行时**: TypeScript, Rust, WebAssembly
- **渲染器**: WebGL 2.0, WGPU (计划中)
- **编辑器**: Tauri, React, Zustand
- **物理**: Rapier2D
- **构建**: pnpm, Turborepo, Rollup
## 许可证
ESEngine **完全免费开源**,采用 [MIT 协议](LICENSE)。无版税,无附加条件。
## 安装
### npm
核心是一个高性能的 **ECS实体-组件-系统)** 框架,配套 AI、网络、物理等可选模块
```bash
npm install @esengine/ecs-framework
```
### 编辑器
## 功能模块
从 [Releases](https://github.com/esengine/esengine/releases) 页面下载预编译版本(支持 Windows、macOS
| 模块 | 描述 | 需要渲染引擎 |
|------|------|:----------:|
| **ECS 核心** | 实体-组件-系统框架,支持响应式查询 | 否 |
| **行为树** | AI 行为树,支持可视化编辑 | 否 |
| **蓝图** | 可视化脚本系统 | 否 |
| **状态机** | 有限状态机 | 否 |
| **定时器** | 定时器和冷却系统 | 否 |
| **空间索引** | 空间查询(四叉树、网格) | 否 |
| **寻路** | A* 和导航网格寻路 | 否 |
| **网络** | 客户端/服务端网络通信 (TSRPC) | 否 |
> 所有框架模块都可以独立使用,无需依赖特定渲染引擎。
## 快速开始
@@ -81,6 +61,7 @@ import {
Matcher, Time, ECSComponent, ECSSystem
} from '@esengine/ecs-framework';
// 定义组件(纯数据)
@ECSComponent('Position')
class Position extends Component {
x = 0;
@@ -93,6 +74,7 @@ class Velocity extends Component {
dy = 0;
}
// 定义系统(逻辑)
@ECSSystem('Movement')
class MovementSystem extends EntitySystem {
constructor() {
@@ -120,7 +102,7 @@ player.addComponent(new Velocity());
Core.setScene(scene);
// 游戏循环
// 集成到你的游戏循环
function gameLoop(currentTime: number) {
Core.update(currentTime / 1000);
requestAnimationFrame(gameLoop);
@@ -128,109 +110,126 @@ function gameLoop(currentTime: number) {
requestAnimationFrame(gameLoop);
```
## 模块
## 与其他引擎配合使用
ESEngine 采用 Monorepo 组织,包含 50+ 个模块化包。按需引入即可。
ESEngine 的框架模块设计为可与你喜欢的渲染引擎配合使用:
### 核心安装
### 与 Cocos Creator 配合
```bash
npm install @esengine/ecs-framework # ECS 核心(可独立使用)
npm install @esengine/engine-core # 完整引擎模块系统
```typescript
import { Component as CCComponent, _decorator } from 'cc';
import { Core, Scene, Matcher, EntitySystem } from '@esengine/ecs-framework';
import { BehaviorTreeExecutionSystem } from '@esengine/behavior-tree';
const { ccclass } = _decorator;
@ccclass('GameManager')
export class GameManager extends CCComponent {
private ecsScene!: Scene;
start() {
Core.create();
this.ecsScene = new Scene();
// 添加 ECS 系统
this.ecsScene.addSystem(new BehaviorTreeExecutionSystem());
this.ecsScene.addSystem(new MyGameSystem());
Core.setScene(this.ecsScene);
}
update(dt: number) {
Core.update(dt);
}
}
```
### 常用模块
### 与 Laya 配合
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { FSMSystem } from '@esengine/fsm';
class Main {
constructor() {
Core.create();
const scene = new Scene();
scene.addSystem(new FSMSystem());
Core.setScene(scene);
Laya.timer.frameLoop(1, this, this.update);
}
update() {
Core.update(Laya.timer.delta / 1000);
}
}
```
## 包列表
### 框架包(引擎无关)
这些包**零渲染依赖**,可与任何引擎配合使用:
```bash
npm install @esengine/ecs-framework # ECS 核心
npm install @esengine/behavior-tree # AI 行为树
npm install @esengine/blueprint # 可视化脚本
npm install @esengine/fsm # 状态机
npm install @esengine/timer # 定时器和冷却
npm install @esengine/spatial # 空间索引
npm install @esengine/pathfinding # 寻路
npm install @esengine/network # 网络
```
### ESEngine 运行时(可选)
如果你需要完整的引擎解决方案:
| 分类 | 包名 |
|------|------|
| **渲染** | `sprite`, `tilemap`, `particle`, `mesh-3d`, `fairygui` |
| **核心** | `engine-core`, `asset-system`, `material-system` |
| **渲染** | `sprite`, `tilemap`, `particle`, `camera`, `mesh-3d` |
| **物理** | `physics-rapier2d` |
| **AI 逻辑** | `behavior-tree`, `blueprint` |
| **网络** | `network`, `network-server` |
| **平台** | `platform-web`, `platform-wechat` |
<details>
<summary><b>查看全部 50+ 个包</b></summary>
### 编辑器(可选)
#### 核心
- `@esengine/ecs-framework` - ECS 框架核心
- `@esengine/math` - 向量、矩阵工具
- `@esengine/engine` - Rust/WASM 渲染器
- `@esengine/engine-core` - 模块生命周期
基于 Tauri 构建的可视化编辑器:
#### 运行时
- `@esengine/sprite` - 2D 精灵和动画
- `@esengine/tilemap` - 瓦片地图
- `@esengine/particle` - 粒子特效
- `@esengine/physics-rapier2d` - 2D 物理
- `@esengine/behavior-tree` - AI 行为树
- `@esengine/blueprint` - 可视化脚本
- `@esengine/camera` - 相机系统
- `@esengine/audio` - 音频播放
- `@esengine/fairygui` - FairyGUI 集成
- `@esengine/mesh-3d` - 3D 模型 (FBX/GLTF/OBJ)
- `@esengine/material-system` - 材质和着色器
- `@esengine/asset-system` - 资源管理
- `@esengine/world-streaming` - 大世界流式加载
- 从 [Releases](https://github.com/esengine/esengine/releases) 下载
- 支持行为树编辑、Tilemap 绘制、可视化脚本
#### 网络
- `@esengine/network` - 客户端 (TSRPC)
- `@esengine/network-server` - 服务端运行时
- `@esengine/network-protocols` - 共享协议
## 项目结构
#### 编辑器扩展
所有运行时模块都有对应的 `-editor` 包用于可视化编辑。
#### 平台
- `@esengine/platform-common` - 平台抽象层
- `@esengine/platform-web` - Web 运行时
- `@esengine/platform-wechat` - 微信小游戏
</details>
## 编辑器
ESEngine 编辑器是基于 Tauri 和 React 构建的跨平台桌面应用。
### 功能
- 场景层级和实体管理
- 组件检视器,支持自定义属性编辑器
- 资源浏览器,支持拖放
- Tilemap 编辑器,支持绘制和填充工具
- 行为树可视化编辑器
- 蓝图可视化脚本
- 材质和着色器编辑
- 内置性能分析器
- 多语言支持(英文、中文)
### 截图
![ESEngine Editor](screenshots/main_screetshot.png)
## 平台支持
| 平台 | 运行时 | 编辑器 |
|------|:------:|:------:|
| Web 浏览器 | ✓ | - |
| Windows | - | ✓ |
| macOS | - | ✓ |
| 微信小游戏 | 开发中 | - |
| Playable 可玩广告 | 计划中 | - |
| Android | 计划中 | - |
| iOS | 计划中 | - |
```
esengine/
├── packages/
│ ├── framework/ # 引擎无关模块(可发布到 NPM
│ │ ├── core/ # ECS 框架
│ │ ├── math/ # 数学工具
│ │ ├── behavior-tree/ # AI 行为树
│ │ ├── blueprint/ # 可视化脚本
│ │ ├── fsm/ # 有限状态机
│ │ ├── timer/ # 定时器系统
│ │ ├── spatial/ # 空间查询
│ │ ├── pathfinding/ # 寻路
│ │ ├── procgen/ # 程序化生成
│ │ └── network/ # 网络
│ │
│ ├── engine/ # ESEngine 运行时
│ ├── rendering/ # 渲染模块
│ ├── physics/ # 物理模块
│ ├── editor/ # 可视化编辑器
│ └── rust/ # WASM 渲染器
├── docs/ # 文档
└── examples/ # 示例
```
## 从源码构建
### 前置要求
- Node.js 18+
- pnpm 10+
- Rust 工具链(用于 WASM 渲染器)
- wasm-pack
### 安装
```bash
git clone https://github.com/esengine/esengine.git
cd esengine
@@ -238,55 +237,29 @@ cd esengine
pnpm install
pnpm build
# 可选:构建 WASM 渲染器
pnpm build:wasm
# 框架包类型检查
pnpm type-check:framework
# 运行测试
pnpm test
```
### 运行编辑器
```bash
cd packages/editor-app
pnpm tauri:dev
```
### 项目结构
```
esengine/
├── packages/
│ ├── core/ # ECS 框架 (@esengine/ecs-framework)
│ ├── math/ # 数学库 (@esengine/math)
│ ├── engine-core/ # 引擎生命周期管理
│ ├── sprite/ # 2D 精灵渲染
│ ├── tilemap/ # Tilemap 系统
│ ├── physics-rapier2d/ # 物理引擎
│ ├── behavior-tree/ # AI 行为树
│ ├── editor-app/ # 桌面编辑器 (Tauri)
│ └── ... # 其他模块
├── docs/ # 文档源码
├── examples/ # 示例项目
├── scripts/ # 构建工具
└── thirdparty/ # 第三方依赖
```
> **寻找 ECS 源码?** ECS 框架位于 `packages/core/`
## 文档
- [快速入门](https://esengine.cn/guide/getting-started.html)
- [架构指南](https://esengine.cn/guide/)
- [ECS 框架指南](./packages/framework/core/README.md)
- [行为树指南](./packages/framework/behavior-tree/README.md)
- [API 参考](https://esengine.cn/api/README)
## 社区
- [Discord](https://discord.gg/gCAgzXFW) - 国际社区
- [QQ 交流群](https://jq.qq.com/?_wv=1027&k=29w1Nud6) - 中文社区
- [Discord](https://discord.gg/gCAgzXFW) - 国际社区
- [GitHub Issues](https://github.com/esengine/esengine/issues) - Bug 反馈和功能建议
- [GitHub Discussions](https://github.com/esengine/esengine/discussions) - 问题和想法
## 贡献
欢迎贡献代码提交 PR 前请阅读贡献指南。
欢迎贡献代码提交 PR 前请阅读贡献指南。
1. Fork 仓库
2. 创建功能分支 (`git checkout -b feature/amazing-feature`)
@@ -296,10 +269,10 @@ esengine/
## 许可证
ESEngine 基于 [MIT 协议](LICENSE) 开源。
ESEngine 基于 [MIT 协议](LICENSE) 开源,个人和商业使用均免费
---
<p align="center">
由 ESEngine 团队用 ❤️ 打造
由 ESEngine 社区用心打造
</p>

View File

@@ -5,7 +5,16 @@
"private": true,
"packageManager": "pnpm@10.22.0",
"workspaces": [
"packages/*"
"packages/framework/*",
"packages/engine/*",
"packages/rendering/*",
"packages/physics/*",
"packages/streaming/*",
"packages/network-ext/*",
"packages/editor/*",
"packages/editor/plugins/*",
"packages/rust/*",
"packages/tools/*"
],
"keywords": [
"ecs",
@@ -28,23 +37,24 @@
"build:math": "turbo run build --filter=@esengine/ecs-framework-math",
"build:editor": "turbo run build --filter=@esengine/editor-app...",
"build:npm": "turbo run build:npm",
"build:npm:core": "cd packages/core && npm run build:npm",
"build:npm:math": "cd packages/math && npm run build:npm",
"build:npm:core": "cd packages/framework/core && npm run build:npm",
"build:npm:math": "cd packages/framework/math && npm run build:npm",
"test": "turbo run test",
"test:coverage": "turbo run test:coverage",
"test:ci": "turbo run test:ci",
"test:ci:framework": "turbo run test:ci --filter=@esengine/ecs-framework --filter=@esengine/ecs-framework-math --filter=@esengine/behavior-tree --filter=@esengine/blueprint --filter=@esengine/fsm --filter=@esengine/timer --filter=@esengine/spatial --filter=@esengine/procgen --filter=@esengine/pathfinding --filter=@esengine/network-protocols --filter=@esengine/network",
"prepare:publish": "npm run build:npm && node scripts/pre-publish-check.cjs",
"sync:versions": "node scripts/sync-versions.cjs",
"publish:all": "npm run prepare:publish && npm run publish:all:dist",
"publish:all:dist": "npm run publish:core && npm run publish:math",
"publish:core": "cd packages/core && npm run publish:npm",
"publish:core:patch": "cd packages/core && npm run publish:patch",
"publish:math": "cd packages/math && npm run publish:npm",
"publish:math:patch": "cd packages/math && npm run publish:patch",
"publish:core": "cd packages/framework/core && npm run publish:npm",
"publish:core:patch": "cd packages/framework/core && npm run publish:patch",
"publish:math": "cd packages/framework/math && npm run publish:npm",
"publish:math:patch": "cd packages/framework/math && npm run publish:patch",
"publish": "lerna publish",
"version": "lerna version",
"release": "semantic-release",
"release:core": "cd packages/core && semantic-release",
"release:core": "cd packages/framework/core && semantic-release",
"contributors:add": "all-contributors add",
"contributors:generate": "all-contributors generate",
"contributors:check": "all-contributors check",
@@ -58,10 +68,12 @@
"format": "prettier --write \"packages/**/src/**/*.{ts,tsx,js,jsx}\"",
"format:check": "prettier --check \"packages/**/src/**/*.{ts,tsx,js,jsx}\"",
"type-check": "turbo run type-check",
"type-check:framework": "turbo run type-check --filter=@esengine/ecs-framework --filter=@esengine/ecs-framework-math --filter=@esengine/behavior-tree --filter=@esengine/blueprint --filter=@esengine/fsm --filter=@esengine/timer --filter=@esengine/spatial --filter=@esengine/procgen --filter=@esengine/pathfinding --filter=@esengine/network-protocols --filter=@esengine/network",
"lint": "turbo run lint",
"lint:framework": "turbo run lint --filter=@esengine/ecs-framework --filter=@esengine/ecs-framework-math --filter=@esengine/behavior-tree --filter=@esengine/blueprint --filter=@esengine/fsm --filter=@esengine/timer --filter=@esengine/spatial --filter=@esengine/procgen --filter=@esengine/pathfinding --filter=@esengine/network-protocols --filter=@esengine/network",
"lint:fix": "turbo run lint:fix",
"build:wasm": "cd packages/engine && wasm-pack build --dev --out-dir pkg",
"build:wasm:release": "cd packages/engine && wasm-pack build --release --out-dir pkg",
"build:wasm": "cd packages/rust/engine && wasm-pack build --dev --out-dir pkg",
"build:wasm:release": "cd packages/rust/engine && wasm-pack build --release --out-dir pkg",
"copy-modules": "node scripts/copy-engine-modules.mjs"
},
"author": "yhh",

View File

@@ -1,13 +0,0 @@
{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"composite": true,
"outDir": "./dist",
"rootDir": "./src"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"],
"references": [
{ "path": "../core" }
]
}

View File

@@ -1,17 +0,0 @@
{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"composite": true,
"outDir": "./dist",
"rootDir": "./src",
"declaration": true,
"jsx": "react-jsx"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"],
"references": [
{ "path": "../core" },
{ "path": "../editor-core" },
{ "path": "../behavior-tree" }
]
}

View File

@@ -1,41 +0,0 @@
/**
* @esengine/behavior-tree
*
* AI Behavior Tree System with runtime execution and visual editor support
* AI 行为树系统,支持运行时执行和可视化编辑
*
* @packageDocumentation
*/
// Constants
export { BehaviorTreeAssetType } from './constants';
// Types
export * from './Types/TaskStatus';
// Execution (runtime core)
export * from './execution';
// Utilities
export * from './BehaviorTreeStarter';
export * from './BehaviorTreeBuilder';
// Serialization
export * from './Serialization/NodeTemplates';
export * from './Serialization/BehaviorTreeAsset';
export * from './Serialization/EditorFormatConverter';
export * from './Serialization/BehaviorTreeAssetSerializer';
export * from './Serialization/EditorToBehaviorTreeDataConverter';
// Services
export * from './Services/GlobalBlackboardService';
// Blackboard types (excluding BlackboardValueType which is already exported from TaskStatus)
export type { BlackboardTypeDefinition } from './Blackboard/BlackboardTypes';
export { BlackboardTypes } from './Blackboard/BlackboardTypes';
// Runtime module and plugin
export { BehaviorTreeRuntimeModule, BehaviorTreePlugin } from './BehaviorTreeRuntimeModule';
// Service tokens | 服务令牌
export { BehaviorTreeSystemToken } from './tokens';

View File

@@ -1,40 +0,0 @@
/**
* @esengine/blueprint - Visual scripting system for ECS Framework
* 蓝图可视化脚本系统
*/
// Types
export * from './types';
// Runtime
export * from './runtime';
// Triggers
export * from './triggers';
// Composition
export * from './composition';
// Nodes (import to register)
import './nodes';
// Re-export commonly used items
export { NodeRegistry, RegisterNode } from './runtime/NodeRegistry';
export { BlueprintVM } from './runtime/BlueprintVM';
export {
createBlueprintComponentData,
initializeBlueprintVM,
startBlueprint,
stopBlueprint,
tickBlueprint,
cleanupBlueprint
} from './runtime/BlueprintComponent';
export {
createBlueprintSystem,
triggerBlueprintEvent,
triggerCustomBlueprintEvent
} from './runtime/BlueprintSystem';
export { createEmptyBlueprint, validateBlueprintAsset } from './types/blueprint';
// Plugin
export { BlueprintPlugin } from './BlueprintPlugin';

View File

@@ -1,16 +0,0 @@
{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"composite": true,
"outDir": "./dist",
"rootDir": "./src",
"jsx": "react-jsx"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"],
"references": [
{ "path": "../core" },
{ "path": "../camera" },
{ "path": "../editor-core" }
]
}

View File

@@ -1,13 +0,0 @@
{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"composite": true,
"outDir": "./dist",
"rootDir": "./src"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"],
"references": [
{ "path": "../core" }
]
}

View File

@@ -1,7 +0,0 @@
import { defineConfig } from 'tsup';
import { runtimeOnlyPreset } from '../build-config/src/presets/plugin-tsup';
export default defineConfig({
...runtimeOnlyPreset(),
tsconfig: 'tsconfig.build.json'
});

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