新增wasm以优化实体update速度
This commit is contained in:
@@ -9,15 +9,21 @@ 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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│ │ ├── Math/ # 数学运算
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│ │ ├── Types/ # 类型定义
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│ │ └── Utils/ # 工具类
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│ │ ├── Utils/ # 工具类
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│ │ └── Testing/ # 测试文件
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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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## 安装和构建
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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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### 从源码构建
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@@ -28,27 +34,28 @@ 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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# 安装依赖
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npm install
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# 编译TypeScript
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npx tsc
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npm run build
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```
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### 直接使用
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您可以直接将源码复制到项目中使用,或者引用编译后的JavaScript文件。
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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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import { Core } from './Core';
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import { Entity } from './ECS/Entity';
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import { Component } from './ECS/Component';
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import { Scene } from './ECS/Scene';
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import { QuerySystem } from './ECS/Core/QuerySystem';
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import { Emitter } from './Utils/Emitter';
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import { TimerManager } from './Utils/Timers/TimerManager';
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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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ComponentPoolManager,
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BitMaskOptimizer
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} from '@esengine/ecs-framework';
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```
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### 2. 创建基础管理器
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@@ -57,9 +64,6 @@ import { TimerManager } from './Utils/Timers/TimerManager';
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class GameManager {
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private core: Core;
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private scene: Scene;
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private querySystem: QuerySystem;
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private emitter: Emitter;
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private timerManager: TimerManager;
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constructor() {
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// 创建核心实例
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@@ -69,21 +73,30 @@ class GameManager {
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this.scene = new Scene();
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this.scene.name = "GameScene";
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// 获取场景的查询系统
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this.querySystem = this.scene.querySystem;
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// 获取核心的事件系统和定时器
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this.emitter = Core.emitter;
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this.timerManager = this.core._timerManager;
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// 设置当前场景
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Core.scene = this.scene;
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// 初始化优化功能
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this.setupOptimizations();
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}
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private setupOptimizations() {
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// 注册组件对象池
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ComponentPoolManager.getInstance().preWarmPools({
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PositionComponent: 1000,
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VelocityComponent: 1000,
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HealthComponent: 500
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});
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// 注册位掩码优化
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const optimizer = BitMaskOptimizer.getInstance();
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optimizer.registerComponentType(PositionComponent);
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optimizer.registerComponentType(VelocityComponent);
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optimizer.registerComponentType(HealthComponent);
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optimizer.precomputeCommonMasks();
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}
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public update(deltaTime: number): void {
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// 更新定时器
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this.timerManager.update(deltaTime);
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// 更新场景
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this.scene.update();
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@@ -122,6 +135,8 @@ gameLoop();
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### 1. 定义组件
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```typescript
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import { Component, ComponentPoolManager } from '@esengine/ecs-framework';
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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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@@ -132,6 +147,12 @@ class PositionComponent extends Component {
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this.x = x;
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this.y = y;
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}
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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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}
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// 速度组件
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@@ -144,6 +165,11 @@ class VelocityComponent extends Component {
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this.x = x;
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this.y = y;
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}
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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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}
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// 生命值组件
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@@ -157,6 +183,11 @@ class HealthComponent extends Component {
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this.currentHealth = maxHealth;
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}
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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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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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@@ -169,6 +200,11 @@ class HealthComponent extends Component {
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return this.currentHealth <= 0;
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}
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}
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// 注册组件到对象池
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ComponentPoolManager.getInstance().registerPool(PositionComponent, 1000);
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ComponentPoolManager.getInstance().registerPool(VelocityComponent, 1000);
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ComponentPoolManager.getInstance().registerPool(HealthComponent, 500);
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```
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### 2. 创建实体
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@@ -180,10 +216,19 @@ class GameManager {
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public createPlayer(): Entity {
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const player = this.scene.createEntity("Player");
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// 添加组件
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player.addComponent(new PositionComponent(400, 300));
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player.addComponent(new VelocityComponent(0, 0));
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player.addComponent(new HealthComponent(100));
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// 使用对象池获取组件
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const position = ComponentPoolManager.getInstance().getComponent(PositionComponent);
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position.x = 400;
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position.y = 300;
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player.addComponent(position);
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const velocity = ComponentPoolManager.getInstance().getComponent(VelocityComponent);
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player.addComponent(velocity);
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const health = ComponentPoolManager.getInstance().getComponent(HealthComponent);
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health.maxHealth = 100;
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health.currentHealth = 100;
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player.addComponent(health);
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// 设置标签和更新顺序
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player.tag = 1; // 玩家标签
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@@ -192,45 +237,64 @@ class GameManager {
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return player;
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}
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public createEnemy(x: number, y: number): Entity {
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const enemy = this.scene.createEntity("Enemy");
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public createEnemies(count: number): Entity[] {
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// 使用批量创建API - 高性能
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const enemies = this.scene.createEntities(count, "Enemy");
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enemy.addComponent(new PositionComponent(x, y));
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enemy.addComponent(new VelocityComponent(50, 0));
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enemy.addComponent(new HealthComponent(50));
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// 批量配置敌人
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enemies.forEach((enemy, index) => {
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// 使用对象池获取组件
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const position = ComponentPoolManager.getInstance().getComponent(PositionComponent);
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position.x = Math.random() * 800;
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position.y = Math.random() * 600;
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enemy.addComponent(position);
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const velocity = ComponentPoolManager.getInstance().getComponent(VelocityComponent);
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velocity.x = (Math.random() - 0.5) * 100;
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velocity.y = (Math.random() - 0.5) * 100;
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enemy.addComponent(velocity);
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const health = ComponentPoolManager.getInstance().getComponent(HealthComponent);
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health.maxHealth = 50;
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health.currentHealth = 50;
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enemy.addComponent(health);
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enemy.tag = 2; // 敌人标签
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enemy.updateOrder = 1;
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});
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enemy.tag = 2; // 敌人标签
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enemy.updateOrder = 1;
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return enemies;
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}
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public destroyEntity(entity: Entity): void {
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// 释放组件回对象池
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entity.components.forEach(component => {
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ComponentPoolManager.getInstance().releaseComponent(component);
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});
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return enemy;
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// 销毁实体
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entity.destroy();
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}
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}
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```
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## 使用查询系统
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查询系统是框架的核心功能,用于高效查找具有特定组件的实体:
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### 3. 创建系统
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```typescript
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class GameManager {
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// ... 之前的代码 ...
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private updateSystems(deltaTime: number): void {
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this.updateMovementSystem(deltaTime);
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this.updateHealthSystem(deltaTime);
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this.updateCollisionSystem();
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}
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private updateMovementSystem(deltaTime: number): void {
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// 查询所有具有位置和速度组件的实体
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const movableEntities = this.querySystem.queryTwoComponents(
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import { EntitySystem, Entity } from '@esengine/ecs-framework';
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class MovementSystem extends EntitySystem {
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protected process(entities: Entity[]): void {
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// 使用高性能查询获取移动实体
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const movableEntities = this.scene.querySystem.queryTwoComponents(
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PositionComponent,
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VelocityComponent
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);
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movableEntities.forEach(({ entity, component1: position, component2: velocity }) => {
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// 更新位置
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position.x += velocity.x * deltaTime;
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position.y += velocity.y * deltaTime;
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position.x += velocity.x * Time.deltaTime;
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position.y += velocity.y * Time.deltaTime;
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// 边界检查
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if (position.x < 0 || position.x > 800) {
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@@ -241,177 +305,95 @@ class GameManager {
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}
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});
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}
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private updateHealthSystem(deltaTime: number): void {
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// 查询所有具有生命值组件的实体
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const healthEntities = this.querySystem.queryComponentTyped(HealthComponent);
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}
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class HealthSystem extends EntitySystem {
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protected process(entities: Entity[]): void {
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const healthEntities = this.scene.querySystem.queryComponentTyped(HealthComponent);
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const deadEntities: Entity[] = [];
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healthEntities.forEach(({ entity, component: health }) => {
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// 检查死亡
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if (health.isDead()) {
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deadEntities.push(entity);
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}
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});
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// 移除死亡实体
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// 销毁死亡实体
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deadEntities.forEach(entity => {
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entity.destroy();
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});
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}
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private updateCollisionSystem(): void {
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// 获取玩家
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const players = this.scene.findEntitiesByTag(1); // 玩家标签
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const enemies = this.scene.findEntitiesByTag(2); // 敌人标签
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players.forEach(player => {
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const playerPos = player.getComponent(PositionComponent);
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const playerHealth = player.getComponent(HealthComponent);
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if (!playerPos || !playerHealth) return;
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enemies.forEach(enemy => {
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const enemyPos = enemy.getComponent(PositionComponent);
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if (!enemyPos) return;
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// 简单的距离检测
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const distance = Math.sqrt(
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Math.pow(playerPos.x - enemyPos.x, 2) +
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Math.pow(playerPos.y - enemyPos.y, 2)
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);
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if (distance < 50) { // 碰撞距离
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playerHealth.takeDamage(10);
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console.log(`玩家受到伤害!当前生命值: ${playerHealth.currentHealth}`);
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}
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});
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this.scene.removeEntity(entity);
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});
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}
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}
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```
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## 使用事件系统
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## 高级功能
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框架内置了事件系统,用于组件间通信:
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### 1. 性能监控
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```typescript
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// 定义事件类型
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enum GameEvents {
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PLAYER_DIED = 'playerDied',
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ENEMY_SPAWNED = 'enemySpawned',
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SCORE_CHANGED = 'scoreChanged'
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}
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class GameManager {
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// ... 之前的代码 ...
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constructor() {
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// ... 之前的代码 ...
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public getPerformanceStats(): void {
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const stats = this.scene.getPerformanceStats();
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console.log(`实体数量: ${stats.entityCount}`);
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console.log(`查询缓存大小: ${stats.queryCacheSize}`);
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// 监听事件
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this.emitter.on(GameEvents.PLAYER_DIED, this.onPlayerDied.bind(this));
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this.emitter.on(GameEvents.ENEMY_SPAWNED, this.onEnemySpawned.bind(this));
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}
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private onPlayerDied(player: Entity): void {
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console.log('游戏结束!');
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// 重置游戏或显示游戏结束界面
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}
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private onEnemySpawned(enemy: Entity): void {
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console.log('新敌人出现!');
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}
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private updateHealthSystem(deltaTime: number): void {
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const healthEntities = this.querySystem.queryComponentTyped(HealthComponent);
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healthEntities.forEach(({ entity, component: health }) => {
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if (health.isDead()) {
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// 发送死亡事件
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if (entity.tag === 1) { // 玩家
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this.emitter.emit(GameEvents.PLAYER_DIED, entity);
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}
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entity.destroy();
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}
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});
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const poolStats = ComponentPoolManager.getInstance().getPoolStats();
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console.log('组件池统计:', poolStats);
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}
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}
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```
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## 使用定时器
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框架提供了强大的定时器系统:
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### 2. 批量操作
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```typescript
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class GameManager {
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// ... 之前的代码 ...
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public startGame(): void {
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// 创建玩家
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this.createPlayer();
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// 每2秒生成一个敌人
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Core.schedule(2.0, true, this, (timer) => {
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const x = Math.random() * 800;
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const y = Math.random() * 600;
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const enemy = this.createEnemy(x, y);
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this.emitter.emit(GameEvents.ENEMY_SPAWNED, enemy);
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});
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// 5秒后增加敌人生成速度
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Core.schedule(5.0, false, this, (timer) => {
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console.log('游戏难度提升!');
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// 可以在这里修改敌人生成间隔
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});
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}
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}
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// 批量创建大量实体
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const bullets = this.scene.createEntities(1000, "Bullet");
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// 批量查询
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const enemies = this.scene.getEntitiesWithComponents([PositionComponent, HealthComponent]);
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// 延迟缓存清理(高性能)
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bullets.forEach(bullet => {
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this.scene.addEntity(bullet, false); // 延迟清理
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});
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this.scene.querySystem.clearCache(); // 手动清理
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```
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### 3. 事件系统
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```typescript
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import { Core, CoreEvents } from '@esengine/ecs-framework';
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// 监听事件
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Core.emitter.addObserver(CoreEvents.frameUpdated, this.onFrameUpdate, this);
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// 发射自定义事件
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Core.emitter.emit("playerDied", { player: entity, score: 1000 });
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// 移除监听
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Core.emitter.removeObserver(CoreEvents.frameUpdated, this.onFrameUpdate);
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```
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## 完整示例
|
||||
|
||||
以下是一个完整的小游戏示例,展示了框架的主要功能:
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||||
|
||||
```typescript
|
||||
// 导入框架
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import { Core } from './Core';
|
||||
import { Entity } from './ECS/Entity';
|
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import { Component } from './ECS/Component';
|
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import { Scene } from './ECS/Scene';
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import { QuerySystem } from './ECS/Core/QuerySystem';
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import { Emitter } from './Utils/Emitter';
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import {
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Core,
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||||
Entity,
|
||||
Component,
|
||||
Scene,
|
||||
EntitySystem,
|
||||
ComponentPoolManager,
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||||
BitMaskOptimizer,
|
||||
Time
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||||
} from '@esengine/ecs-framework';
|
||||
|
||||
// 定义组件
|
||||
class PositionComponent extends Component {
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||||
constructor(public x: number = 0, public y: number = 0) {
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||||
super();
|
||||
}
|
||||
}
|
||||
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||||
class VelocityComponent extends Component {
|
||||
constructor(public x: number = 0, public y: number = 0) {
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||||
super();
|
||||
}
|
||||
}
|
||||
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||||
class HealthComponent extends Component {
|
||||
constructor(public maxHealth: number = 100) {
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||||
super();
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||||
this.currentHealth = maxHealth;
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||||
}
|
||||
|
||||
public currentHealth: number;
|
||||
|
||||
public takeDamage(damage: number): void {
|
||||
this.currentHealth = Math.max(0, this.currentHealth - damage);
|
||||
}
|
||||
|
||||
public isDead(): boolean {
|
||||
return this.currentHealth <= 0;
|
||||
}
|
||||
}
|
||||
// 定义组件(前面已定义)
|
||||
// ... PositionComponent, VelocityComponent, HealthComponent ...
|
||||
|
||||
// 游戏事件
|
||||
enum GameEvents {
|
||||
@@ -423,141 +405,124 @@ enum GameEvents {
|
||||
class SimpleGame {
|
||||
private core: Core;
|
||||
private scene: Scene;
|
||||
private querySystem: QuerySystem;
|
||||
private emitter: Emitter;
|
||||
private isRunning: boolean = false;
|
||||
|
||||
constructor() {
|
||||
this.core = Core.create(true);
|
||||
this.scene = new Scene();
|
||||
this.scene.name = "SimpleGame";
|
||||
this.querySystem = this.scene.querySystem;
|
||||
this.emitter = Core.emitter;
|
||||
|
||||
// 设置场景
|
||||
this.scene.name = "GameScene";
|
||||
Core.scene = this.scene;
|
||||
|
||||
// 监听事件
|
||||
this.emitter.on(GameEvents.PLAYER_DIED, () => {
|
||||
console.log('游戏结束!');
|
||||
this.isRunning = false;
|
||||
this.setupOptimizations();
|
||||
this.setupSystems();
|
||||
this.setupEvents();
|
||||
}
|
||||
|
||||
private setupOptimizations(): void {
|
||||
// 预热组件池
|
||||
ComponentPoolManager.getInstance().preWarmPools({
|
||||
PositionComponent: 2000,
|
||||
VelocityComponent: 2000,
|
||||
HealthComponent: 1000
|
||||
});
|
||||
|
||||
// 注册位掩码优化
|
||||
const optimizer = BitMaskOptimizer.getInstance();
|
||||
optimizer.registerComponentType(PositionComponent);
|
||||
optimizer.registerComponentType(VelocityComponent);
|
||||
optimizer.registerComponentType(HealthComponent);
|
||||
optimizer.precomputeCommonMasks();
|
||||
}
|
||||
|
||||
private setupSystems(): void {
|
||||
this.scene.addEntityProcessor(new MovementSystem());
|
||||
this.scene.addEntityProcessor(new HealthSystem());
|
||||
}
|
||||
|
||||
private setupEvents(): void {
|
||||
Core.emitter.addObserver(GameEvents.PLAYER_DIED, this.onPlayerDied, this);
|
||||
Core.emitter.addObserver(GameEvents.ENEMY_SPAWNED, this.onEnemySpawned, this);
|
||||
}
|
||||
|
||||
public start(): void {
|
||||
console.log('游戏开始!');
|
||||
this.isRunning = true;
|
||||
|
||||
// 创建玩家
|
||||
// 创建游戏实体
|
||||
this.createPlayer();
|
||||
|
||||
// 定期生成敌人
|
||||
Core.schedule(2.0, true, this, (timer) => {
|
||||
if (this.isRunning) {
|
||||
this.createEnemy();
|
||||
}
|
||||
});
|
||||
this.createEnemies(100);
|
||||
|
||||
// 启动游戏循环
|
||||
this.gameLoop();
|
||||
}
|
||||
|
||||
public stop(): void {
|
||||
this.isRunning = false;
|
||||
|
||||
// 清理组件池
|
||||
ComponentPoolManager.getInstance().clearAllPools();
|
||||
}
|
||||
|
||||
private createPlayer(): Entity {
|
||||
const player = this.scene.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(400, 300));
|
||||
player.addComponent(new VelocityComponent(100, 0));
|
||||
player.addComponent(new HealthComponent(100));
|
||||
player.tag = 1; // 玩家标签
|
||||
|
||||
const position = ComponentPoolManager.getInstance().getComponent(PositionComponent);
|
||||
position.x = 400;
|
||||
position.y = 300;
|
||||
player.addComponent(position);
|
||||
|
||||
const velocity = ComponentPoolManager.getInstance().getComponent(VelocityComponent);
|
||||
player.addComponent(velocity);
|
||||
|
||||
const health = ComponentPoolManager.getInstance().getComponent(HealthComponent);
|
||||
health.maxHealth = 100;
|
||||
health.currentHealth = 100;
|
||||
player.addComponent(health);
|
||||
|
||||
player.tag = 1;
|
||||
return player;
|
||||
}
|
||||
|
||||
private createEnemy(): Entity {
|
||||
const enemy = this.scene.createEntity("Enemy");
|
||||
const x = Math.random() * 800;
|
||||
const y = Math.random() * 600;
|
||||
private createEnemies(count: number): Entity[] {
|
||||
// 使用高性能批量创建
|
||||
const enemies = this.scene.createEntities(count, "Enemy");
|
||||
|
||||
enemy.addComponent(new PositionComponent(x, y));
|
||||
enemy.addComponent(new VelocityComponent(-50, 0));
|
||||
enemy.addComponent(new HealthComponent(50));
|
||||
enemy.tag = 2; // 敌人标签
|
||||
enemies.forEach((enemy, index) => {
|
||||
const position = ComponentPoolManager.getInstance().getComponent(PositionComponent);
|
||||
position.x = Math.random() * 800;
|
||||
position.y = Math.random() * 600;
|
||||
enemy.addComponent(position);
|
||||
|
||||
const velocity = ComponentPoolManager.getInstance().getComponent(VelocityComponent);
|
||||
velocity.x = (Math.random() - 0.5) * 100;
|
||||
velocity.y = (Math.random() - 0.5) * 100;
|
||||
enemy.addComponent(velocity);
|
||||
|
||||
const health = ComponentPoolManager.getInstance().getComponent(HealthComponent);
|
||||
health.maxHealth = 50;
|
||||
health.currentHealth = 50;
|
||||
enemy.addComponent(health);
|
||||
|
||||
enemy.tag = 2;
|
||||
});
|
||||
|
||||
this.emitter.emit(GameEvents.ENEMY_SPAWNED, enemy);
|
||||
|
||||
return enemy;
|
||||
return enemies;
|
||||
}
|
||||
|
||||
private onPlayerDied(event: any): void {
|
||||
console.log("游戏结束!玩家死亡");
|
||||
this.stop();
|
||||
}
|
||||
|
||||
private onEnemySpawned(event: any): void {
|
||||
console.log("敌人出现!");
|
||||
}
|
||||
|
||||
private update(deltaTime: number): void {
|
||||
// 更新定时器
|
||||
this.core._timerManager.update(deltaTime);
|
||||
|
||||
// 更新场景
|
||||
this.scene.update();
|
||||
|
||||
// 更新游戏系统
|
||||
this.updateMovement(deltaTime);
|
||||
this.updateCollision();
|
||||
this.updateHealth();
|
||||
}
|
||||
|
||||
private updateMovement(deltaTime: number): void {
|
||||
const movableEntities = this.querySystem.queryTwoComponents(
|
||||
PositionComponent,
|
||||
VelocityComponent
|
||||
);
|
||||
|
||||
movableEntities.forEach(({ entity, component1: pos, component2: vel }) => {
|
||||
pos.x += vel.x * deltaTime;
|
||||
pos.y += vel.y * deltaTime;
|
||||
|
||||
// 边界检查
|
||||
if (pos.x < 0 || pos.x > 800) vel.x = -vel.x;
|
||||
if (pos.y < 0 || pos.y > 600) vel.y = -vel.y;
|
||||
});
|
||||
}
|
||||
|
||||
private updateCollision(): void {
|
||||
const players = this.scene.findEntitiesByTag(1);
|
||||
const enemies = this.scene.findEntitiesByTag(2);
|
||||
|
||||
players.forEach(player => {
|
||||
const playerPos = player.getComponent(PositionComponent);
|
||||
const playerHealth = player.getComponent(HealthComponent);
|
||||
|
||||
if (!playerPos || !playerHealth) return;
|
||||
|
||||
enemies.forEach(enemy => {
|
||||
const enemyPos = enemy.getComponent(PositionComponent);
|
||||
if (!enemyPos) return;
|
||||
|
||||
const distance = Math.sqrt(
|
||||
Math.pow(playerPos.x - enemyPos.x, 2) +
|
||||
Math.pow(playerPos.y - enemyPos.y, 2)
|
||||
);
|
||||
|
||||
if (distance < 50) {
|
||||
playerHealth.takeDamage(10);
|
||||
console.log(`碰撞!玩家生命值: ${playerHealth.currentHealth}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
private updateHealth(): void {
|
||||
const healthEntities = this.querySystem.queryComponentTyped(HealthComponent);
|
||||
const deadEntities: Entity[] = [];
|
||||
|
||||
healthEntities.forEach(({ entity, component: health }) => {
|
||||
if (health.isDead()) {
|
||||
deadEntities.push(entity);
|
||||
|
||||
if (entity.tag === 1) { // 玩家死亡
|
||||
this.emitter.emit(GameEvents.PLAYER_DIED, entity);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 移除死亡实体
|
||||
deadEntities.forEach(entity => {
|
||||
entity.destroy();
|
||||
});
|
||||
}
|
||||
|
||||
private gameLoop(): void {
|
||||
@@ -584,6 +549,23 @@ const game = new SimpleGame();
|
||||
game.start();
|
||||
```
|
||||
|
||||
## 性能优化建议
|
||||
|
||||
### 1. 大规模实体处理
|
||||
- 使用 `createEntities()` 批量创建实体
|
||||
- 启用组件对象池减少内存分配
|
||||
- 使用延迟缓存清理机制
|
||||
|
||||
### 2. 查询优化
|
||||
- 缓存频繁查询的结果
|
||||
- 使用 `BitMaskOptimizer` 优化掩码操作
|
||||
- 减少不必要的查询频率
|
||||
|
||||
### 3. 内存管理
|
||||
- 预热常用组件池
|
||||
- 及时释放不用的组件回对象池
|
||||
- 定期清理未使用的缓存
|
||||
|
||||
## 下一步
|
||||
|
||||
现在您已经掌握了 ECS Framework 的基础用法,可以继续学习:
|
||||
@@ -591,13 +573,14 @@ game.start();
|
||||
- [实体使用指南](entity-guide.md) - 详细了解实体的所有功能和用法
|
||||
- [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
|
||||
- [性能基准](performance.md) - 了解框架的性能表现和优化建议
|
||||
|
||||
## 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:
|
||||
1. 将框架源码复制到项目中
|
||||
1. 通过npm安装框架 `npm install @esengine/ecs-framework`
|
||||
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
|
||||
|
||||
@@ -605,22 +588,20 @@ A: ECS Framework 是引擎无关的,您只需要:
|
||||
|
||||
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
|
||||
2. 在游戏循环中更新输入状态
|
||||
3. 在相关组件中读取输入状态并处理
|
||||
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
|
||||
|
||||
### Q: 如何调试?
|
||||
### Q: 如何优化大规模实体性能?
|
||||
|
||||
A: 框架提供了多种调试功能:
|
||||
- 使用 `entity.getDebugInfo()` 查看实体信息
|
||||
- 使用 `querySystem.getPerformanceReport()` 查看查询性能
|
||||
- 使用 `querySystem.getStats()` 查看详细统计信息
|
||||
A: 关键优化策略:
|
||||
1. 启用组件对象池:`ComponentPoolManager.getInstance().registerPool()`
|
||||
2. 使用批量操作:`scene.createEntities()`
|
||||
3. 缓存查询结果,减少查询频率
|
||||
4. 使用位掩码优化器:`BitMaskOptimizer.getInstance()`
|
||||
|
||||
### Q: 性能如何优化?
|
||||
### Q: 组件对象池何时有效?
|
||||
|
||||
A: 框架已经内置了多种性能优化:
|
||||
- 使用位掩码进行快速组件匹配
|
||||
- 多级索引系统加速查询
|
||||
- 智能缓存减少重复计算
|
||||
- 批量操作减少开销
|
||||
|
||||
建议定期调用 `querySystem.optimizeIndexes()` 来自动优化配置。
|
||||
A: 对象池在以下情况下最有效:
|
||||
- 频繁创建和销毁相同类型的组件
|
||||
- 组件数量大于1000个
|
||||
- 游戏运行时间较长,需要避免垃圾回收压力
|
||||
Reference in New Issue
Block a user