feat(docs): 添加中英文国际化支持

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# Quick Start
This guide will help you get started with ECS Framework, from installation to creating your first ECS application.
## Installation
### NPM Installation
```bash
# Using npm
npm install @esengine/ecs-framework
```
## Initialize Core
### Basic Initialization
The core of ECS Framework is the `Core` class, a singleton that manages the entire framework lifecycle.
```typescript
import { Core } from '@esengine/ecs-framework'
// Method 1: Using config object (recommended)
const core = Core.create({
debug: true, // Enable debug mode for detailed logs and performance monitoring
debugConfig: { // Optional: Advanced debug configuration
enabled: false, // Whether to enable WebSocket debug server
websocketUrl: 'ws://localhost:8080',
debugFrameRate: 30, // Debug data send frame rate
channels: {
entities: true,
systems: true,
performance: true,
components: true,
scenes: true
}
}
});
// Method 2: Simplified creation (backward compatible)
const core = Core.create(true); // Equivalent to { debug: true }
// Method 3: Production environment configuration
const core = Core.create({
debug: false // Disable debug in production
});
```
### Core Configuration Details
```typescript
interface ICoreConfig {
/** Enable debug mode - affects log level and performance monitoring */
debug?: boolean;
/** Advanced debug configuration - for dev tools integration */
debugConfig?: {
enabled: boolean; // Enable debug server
websocketUrl: string; // WebSocket server URL
autoReconnect?: boolean; // Auto reconnect
debugFrameRate?: 60 | 30 | 15; // Debug data send frame rate
channels: { // Data channel configuration
entities: boolean; // Entity data
systems: boolean; // System data
performance: boolean; // Performance data
components: boolean; // Component data
scenes: boolean; // Scene data
};
};
}
```
### Core Instance Management
Core uses singleton pattern, accessible via static property after creation:
```typescript
// Create instance
const core = Core.create(true);
// Get created instance
const instance = Core.Instance; // Returns current instance, null if not created
```
### Game Loop Integration
**Important**: Before creating entities and systems, you need to understand how to integrate ECS Framework into your game engine.
`Core.update(deltaTime)` is the framework heartbeat, must be called every frame. It handles:
- Updating the built-in Time class
- Updating all global managers (timers, object pools, etc.)
- Updating all entity systems in all scenes
- Processing entity creation and destruction
- Collecting performance data (in debug mode)
See engine integration examples: [Game Engine Integration](#game-engine-integration)
## Create Your First ECS Application
### 1. Define Components
Components are pure data containers that store entity state:
```typescript
import { Component, ECSComponent } from '@esengine/ecs-framework'
// Position component
@ECSComponent('Position')
class Position extends Component {
x: number = 0
y: number = 0
constructor(x: number = 0, y: number = 0) {
super()
this.x = x
this.y = y
}
}
// Velocity component
@ECSComponent('Velocity')
class Velocity extends Component {
dx: number = 0
dy: number = 0
constructor(dx: number = 0, dy: number = 0) {
super()
this.dx = dx
this.dy = dy
}
}
// Sprite component
@ECSComponent('Sprite')
class Sprite extends Component {
texture: string = ''
width: number = 32
height: number = 32
constructor(texture: string, width: number = 32, height: number = 32) {
super()
this.texture = texture
this.width = width
this.height = height
}
}
```
### 2. Create Entity Systems
Systems contain game logic and process entities with specific components. ECS Framework provides Matcher-based entity filtering:
```typescript
import { EntitySystem, Matcher, Time, ECSSystem } from '@esengine/ecs-framework'
// Movement system - handles position and velocity
@ECSSystem('MovementSystem')
class MovementSystem extends EntitySystem {
constructor() {
// Use Matcher to define target entities: must have both Position and Velocity
super(Matcher.empty().all(Position, Velocity))
}
protected process(entities: readonly Entity[]): void {
// process method receives all matching entities
for (const entity of entities) {
const position = entity.getComponent(Position)!
const velocity = entity.getComponent(Velocity)!
// Update position (using framework's Time class)
position.x += velocity.dx * Time.deltaTime
position.y += velocity.dy * Time.deltaTime
// Boundary check example
if (position.x < 0) position.x = 0
if (position.y < 0) position.y = 0
}
}
}
// Render system - handles visible objects
@ECSSystem('RenderSystem')
class RenderSystem extends EntitySystem {
constructor() {
// Must have Position and Sprite, optional Velocity (for direction)
super(Matcher.empty().all(Position, Sprite).any(Velocity))
}
protected process(entities: readonly Entity[]): void {
for (const entity of entities) {
const position = entity.getComponent(Position)!
const sprite = entity.getComponent(Sprite)!
const velocity = entity.getComponent(Velocity) // May be null
// Flip sprite based on velocity direction (optional logic)
let flipX = false
if (velocity && velocity.dx < 0) {
flipX = true
}
// Render logic (pseudocode here)
this.drawSprite(sprite.texture, position.x, position.y, sprite.width, sprite.height, flipX)
}
}
private drawSprite(texture: string, x: number, y: number, width: number, height: number, flipX: boolean = false) {
// Actual render implementation depends on your game engine
const direction = flipX ? '<-' : '->'
console.log(`Render ${texture} at (${x.toFixed(1)}, ${y.toFixed(1)}) direction: ${direction}`)
}
}
```
### 3. Create Scene
Recommended to extend Scene class for custom scenes:
```typescript
import { Scene } from '@esengine/ecs-framework'
// Recommended: Extend Scene for custom scene
class GameScene extends Scene {
initialize(): void {
// Scene initialization logic
this.name = "MainScene";
// Add systems to scene
this.addSystem(new MovementSystem());
this.addSystem(new RenderSystem());
}
onStart(): void {
// Logic when scene starts running
console.log("Game scene started");
}
unload(): void {
// Cleanup logic when scene unloads
console.log("Game scene unloaded");
}
}
// Create and set scene
const gameScene = new GameScene();
Core.setScene(gameScene);
```
### 4. Create Entities
```typescript
// Create player entity
const player = gameScene.createEntity("Player");
player.addComponent(new Position(100, 100));
player.addComponent(new Velocity(50, 30)); // Move 50px/sec (x), 30px/sec (y)
player.addComponent(new Sprite("player.png", 64, 64));
```
## Scene Management
Core has built-in scene management, very simple to use:
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
// Initialize Core
Core.create({ debug: true });
// Create and set scene
class GameScene extends Scene {
initialize(): void {
this.name = "GamePlay";
this.addSystem(new MovementSystem());
this.addSystem(new RenderSystem());
}
}
const gameScene = new GameScene();
Core.setScene(gameScene);
// Game loop (auto-updates scene)
function gameLoop(deltaTime: number) {
Core.update(deltaTime); // Auto-updates global services and scene
}
// Switch scenes
Core.loadScene(new MenuScene()); // Delayed switch (next frame)
Core.setScene(new GameScene()); // Immediate switch
// Access current scene
const currentScene = Core.scene;
// Using fluent API
const player = Core.ecsAPI?.createEntity('Player')
.addComponent(Position, 100, 100)
.addComponent(Velocity, 50, 0);
```
### Advanced: Using WorldManager for Multi-World
Only for complex server-side applications (MMO game servers, game room systems, etc.):
```typescript
import { Core, WorldManager } from '@esengine/ecs-framework';
// Initialize Core
Core.create({ debug: true });
// Get WorldManager from service container (Core auto-creates and registers it)
const worldManager = Core.services.resolve(WorldManager);
// Create multiple independent game worlds
const room1 = worldManager.createWorld('room_001');
const room2 = worldManager.createWorld('room_002');
// Create scenes in each world
const gameScene1 = room1.createScene('game', new GameScene());
const gameScene2 = room2.createScene('game', new GameScene());
// Activate scenes
room1.setSceneActive('game', true);
room2.setSceneActive('game', true);
// Game loop (need to manually update worlds)
function gameLoop(deltaTime: number) {
Core.update(deltaTime); // Update global services
worldManager.updateAll(); // Manually update all worlds
}
```
## Game Engine Integration
### Laya Engine Integration
```typescript
import { Stage } from "laya/display/Stage";
import { Laya } from "Laya";
import { Core } from '@esengine/ecs-framework';
// Initialize Laya
Laya.init(800, 600).then(() => {
// Initialize ECS
Core.create(true);
Core.setScene(new GameScene());
// Start game loop
Laya.timer.frameLoop(1, this, () => {
const deltaTime = Laya.timer.delta / 1000;
Core.update(deltaTime); // Auto-updates global services and scene
});
});
```
### Cocos Creator Integration
```typescript
import { Component, _decorator } from 'cc';
import { Core } from '@esengine/ecs-framework';
const { ccclass } = _decorator;
@ccclass('ECSGameManager')
export class ECSGameManager extends Component {
onLoad() {
// Initialize ECS
Core.create(true);
Core.setScene(new GameScene());
}
update(deltaTime: number) {
// Auto-updates global services and scene
Core.update(deltaTime);
}
onDestroy() {
// Cleanup resources
Core.destroy();
}
}
```
## Next Steps
You've successfully created your first ECS application! Next you can:
- Check the complete [API Documentation](/en/api/README)
- Explore more [practical examples](/en/examples/)
## FAQ
### Why isn't my system executing?
Ensure:
1. System is added to scene: `this.addSystem(system)` (in Scene's initialize method)
2. Scene is set: `Core.setScene(scene)`
3. Game loop is calling: `Core.update(deltaTime)`
### How to debug ECS applications?
Enable debug mode:
```typescript
Core.create({ debug: true })
// Get debug data
const debugData = Core.getDebugData()
console.log(debugData)
```

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# Guide
Welcome to the ECS Framework Guide. This guide covers the core concepts and usage of the framework.
## Core Concepts
### [Entity](./entity.md)
Learn the basics of ECS architecture - how to use entities, lifecycle management, and best practices.
### [Component](./component.md)
Learn how to create and use components for modular game feature design.
### [System](./system.md)
Master system development to implement game logic processing.
### [Entity Query & Matcher](./entity-query.md)
Learn to use Matcher for entity filtering and queries with `all`, `any`, `none`, `nothing` conditions.
### [Scene](./scene.md)
Understand scene lifecycle, system management, and entity container features.
### [Event System](./event-system.md)
Master the type-safe event system for component communication and system coordination.
### [Serialization](./serialization.md)
Master serialization for scenes, entities, and components. Supports full and incremental serialization for game saves, network sync, and more.
### [Time and Timers](./time-and-timers.md)
Learn time management and timer systems for precise game logic timing control.
### [Logging](./logging.md)
Master the leveled logging system for debugging, monitoring, and error tracking.
### [Platform Adapter](./platform-adapter.md)
Learn how to implement and register platform adapters for browsers, mini-games, Node.js, and more.
## Advanced Features
### [Service Container](./service-container.md)
Master dependency injection and service management for loosely-coupled architecture.
### [Plugin System](./plugin-system.md)
Learn how to develop and use plugins to extend framework functionality.

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---
layout: page
title: ESEngine - High-performance TypeScript ECS Framework
---
<ParticleHeroEn />
<section class="news-section">
<div class="news-container">
<div class="news-header">
<h2 class="news-title">Quick Links</h2>
<a href="/en/guide/" class="news-more">View Docs</a>
</div>
<div class="news-grid">
<a href="/en/guide/getting-started" class="news-card">
<div class="news-card-image" style="background: linear-gradient(135deg, #1e3a5f 0%, #1e1e1e 100%);">
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</div>
<span class="news-badge">Quick Start</span>
</div>
<div class="news-card-content">
<h3>Get Started in 5 Minutes</h3>
<p>From installation to your first ECS app, learn the core concepts quickly.</p>
</div>
</a>
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</section>
<section class="features-section">
<div class="features-container">
<h2 class="features-title">Core Features</h2>
<div class="features-grid">
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#4fc1ff" d="M13 2.05v2.02c3.95.49 7 3.85 7 7.93c0 1.45-.39 2.79-1.06 3.95l1.59 1.09A9.94 9.94 0 0 0 22 12c0-5.18-3.95-9.45-9-9.95M12 19c-3.87 0-7-3.13-7-7c0-3.53 2.61-6.43 6-6.92V2.05c-5.06.5-9 4.76-9 9.95c0 5.52 4.47 10 9.99 10c3.31 0 6.24-1.61 8.06-4.09l-1.6-1.1A7.93 7.93 0 0 1 12 19"/><path fill="#4fc1ff" d="M12 6a6 6 0 0 0-6 6c0 3.31 2.69 6 6 6a6 6 0 0 0 0-12m0 10c-2.21 0-4-1.79-4-4s1.79-4 4-4s4 1.79 4 4s-1.79 4-4 4"/></svg>
</div>
<h3 class="feature-title">High-performance ECS Architecture</h3>
<p class="feature-desc">Data-driven entity component system for large-scale entity processing with cache-friendly memory layout.</p>
<a href="/en/guide/entity" class="feature-link">Learn more</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#569cd6" d="M3 3h18v18H3zm16.525 13.707c0-.795-.272-1.425-.816-1.89c-.544-.465-1.404-.804-2.58-1.016l-1.704-.296c-.616-.104-1.052-.26-1.308-.468c-.256-.21-.384-.468-.384-.776c0-.392.168-.7.504-.924c.336-.224.8-.336 1.392-.336c.56 0 1.008.124 1.344.372c.336.248.536.584.6 1.008h2.016c-.08-.96-.464-1.716-1.152-2.268c-.688-.552-1.6-.828-2.736-.828c-1.2 0-2.148.3-2.844.9c-.696.6-1.044 1.38-1.044 2.34c0 .76.252 1.368.756 1.824c.504.456 1.308.792 2.412.996l1.704.312c.624.12 1.068.28 1.332.48c.264.2.396.46.396.78c0 .424-.192.756-.576.996c-.384.24-.9.36-1.548.36c-.672 0-1.2-.14-1.584-.42c-.384-.28-.608-.668-.672-1.164H8.868c.048 1.016.46 1.808 1.236 2.376c.776.568 1.796.852 3.06.852c1.24 0 2.22-.292 2.94-.876c.72-.584 1.08-1.364 1.08-2.34z"/></svg>
</div>
<h3 class="feature-title">Full Type Support</h3>
<p class="feature-desc">100% TypeScript with complete type definitions and compile-time checking for the best development experience.</p>
<a href="/en/guide/component" class="feature-link">Learn more</a>
</div>
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</div>
<h3 class="feature-title">Visual Behavior Tree</h3>
<p class="feature-desc">Built-in AI behavior tree system with visual editor, custom nodes, and real-time debugging.</p>
<a href="/en/guide/behavior-tree/" class="feature-link">Learn more</a>
</div>
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</div>
<h3 class="feature-title">Multi-Platform Support</h3>
<p class="feature-desc">Support for browsers, Node.js, WeChat Mini Games, and seamless integration with major game engines.</p>
<a href="/en/guide/platform-adapter" class="feature-link">Learn more</a>
</div>
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</div>
<h3 class="feature-title">Modular Design</h3>
<p class="feature-desc">Core features packaged independently, import only what you need. Support for custom plugin extensions.</p>
<a href="/en/guide/plugin-system" class="feature-link">Learn more</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#9cdcfe" d="M22.7 19l-9.1-9.1c.9-2.3.4-5-1.5-6.9c-2-2-5-2.4-7.4-1.3L9 6L6 9L1.6 4.7C.4 7.1.9 10.1 2.9 12.1c1.9 1.9 4.6 2.4 6.9 1.5l9.1 9.1c.4.4 1 .4 1.4 0l2.3-2.3c.5-.4.5-1.1.1-1.4"/></svg>
</div>
<h3 class="feature-title">Developer Tools</h3>
<p class="feature-desc">Built-in performance monitoring, debugging tools, serialization system, and complete development toolchain.</p>
<a href="/en/guide/logging" class="feature-link">Learn more</a>
</div>
</div>
</div>
</section>
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