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
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packages/framework/core/README.md
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<h1 align="center">
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@esengine/ecs-framework
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</h1>
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<p align="center">
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<strong>High-performance ECS Framework for JavaScript Game Engines</strong>
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</p>
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<p align="center">
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<a href="https://www.npmjs.com/package/@esengine/ecs-framework"><img src="https://img.shields.io/npm/v/@esengine/ecs-framework?style=flat-square&color=blue" alt="npm"></a>
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<a href="https://github.com/esengine/esengine/blob/master/LICENSE"><img src="https://img.shields.io/badge/license-MIT-green?style=flat-square" alt="license"></a>
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<img src="https://img.shields.io/badge/TypeScript-5.0+-blue?style=flat-square&logo=typescript&logoColor=white" alt="TypeScript">
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<img src="https://img.shields.io/badge/zero-dependencies-brightgreen?style=flat-square" alt="zero dependencies">
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</p>
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<p align="center">
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<b>English</b> | <a href="./README_CN.md">中文</a>
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</p>
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---
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## Overview
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A standalone, zero-dependency ECS (Entity-Component-System) framework designed for use with **any** JavaScript game engine:
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- **Cocos Creator**
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- **Laya**
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- **Egret**
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- **Phaser**
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- **Or your own engine**
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This package is the core of [ESEngine](https://github.com/esengine/esengine), but can be used completely independently.
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## Installation
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### npm / pnpm / yarn
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```bash
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npm install @esengine/ecs-framework
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```
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### Clone Source Code Only
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If you only want the ECS framework source code (not the full ESEngine):
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```bash
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# Step 1: Clone repo skeleton without downloading files (requires Git 2.25+)
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git clone --filter=blob:none --sparse https://github.com/esengine/esengine.git
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# Step 2: Enter directory
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cd esengine
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# Step 3: Specify which folder to checkout
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git sparse-checkout set packages/core
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# Now you only have packages/core/ - other folders are not downloaded
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```
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## Quick Start
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```typescript
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import {
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Core, Scene, Entity, Component, EntitySystem,
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Matcher, Time, ECSComponent, ECSSystem
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} from '@esengine/ecs-framework';
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// Define components (pure data)
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@ECSComponent('Position')
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class Position extends Component {
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x = 0;
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y = 0;
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}
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@ECSComponent('Velocity')
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class Velocity extends Component {
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dx = 0;
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dy = 0;
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}
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// Define system (logic)
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@ECSSystem('Movement')
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class MovementSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(Position, Velocity));
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}
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protected process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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const pos = entity.getComponent(Position);
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const vel = entity.getComponent(Velocity);
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pos.x += vel.dx * Time.deltaTime;
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pos.y += vel.dy * Time.deltaTime;
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}
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}
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}
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// Initialize
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Core.create();
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const scene = new Scene();
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scene.addSystem(new MovementSystem());
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const player = scene.createEntity('Player');
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player.addComponent(new Position());
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player.addComponent(new Velocity());
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Core.setScene(scene);
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// Game loop (integrate with your engine's loop)
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function update(dt: number) {
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Core.update(dt);
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}
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```
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## Integration Examples
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### With Cocos Creator
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```typescript
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import { _decorator, Component as CCComponent } from 'cc';
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import { Core, Scene } from '@esengine/ecs-framework';
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const { ccclass } = _decorator;
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@ccclass('GameManager')
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export class GameManager extends CCComponent {
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private scene: Scene;
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onLoad() {
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Core.create();
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this.scene = new Scene();
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// Register your systems...
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Core.setScene(this.scene);
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}
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update(dt: number) {
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Core.update(dt);
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}
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}
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```
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### With Laya
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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export class Main {
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private scene: Scene;
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constructor() {
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Core.create();
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this.scene = new Scene();
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Core.setScene(this.scene);
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Laya.timer.frameLoop(1, this, this.onUpdate);
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}
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onUpdate() {
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Core.update(Laya.timer.delta / 1000);
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}
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}
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```
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## Features
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| Feature | Description |
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|---------|-------------|
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| **Zero Dependencies** | No external runtime dependencies |
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| **Type-Safe Queries** | Fluent API with full TypeScript support |
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| **Change Detection** | Epoch-based dirty tracking for optimization |
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| **Serialization** | Built-in scene serialization and snapshots |
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| **Service Container** | Dependency injection for systems |
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| **Performance Monitoring** | Built-in profiling tools |
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## Documentation
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- [API Reference](https://esengine.cn/api/README)
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- [Architecture Guide](https://esengine.cn/guide/)
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- [Full ESEngine Documentation](https://esengine.cn/)
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## License
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MIT License - Use freely in commercial and open source projects.
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---
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<p align="center">
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Part of <a href="https://github.com/esengine/esengine">ESEngine</a> · Can be used standalone
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</p>
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