# 场景管理完整指南 场景(Scene)是ECS框架中管理游戏对象和系统的核心容器。本指南将详细介绍如何有效地使用场景来构建和管理你的游戏。 ## 场景基础概念 ### 什么是场景? 场景是一个完整的游戏世界容器,它包含: - **实体集合** - 所有游戏对象 - **系统集合** - 处理游戏逻辑的系统 - **事件系统** - 场景内的事件通信 - **查询系统** - 高效的实体查询 - **性能监控** - 场景级别的性能统计 ```typescript import { Scene, Core } from '@esengine/ecs-framework'; // 创建场景 const gameScene = new Scene(); // 设置为当前活动场景 Core.scene = gameScene; ``` ### 场景的生命周期 ```typescript class GameScene extends Scene { // 场景开始时调用 onStart() { console.log("场景开始"); this.initializeScene(); } // 场景更新时调用(每帧) update() { super.update(); // 调用父类更新 // 自定义更新逻辑 this.updateGameLogic(); } // 场景结束时调用 onDestroy() { console.log("场景结束"); this.cleanup(); super.onDestroy(); } } ``` ## 基础场景操作 ### 1. 创建和配置场景 ```typescript class MenuScene extends Scene { private backgroundMusic: AudioClip; onStart() { this.setupUI(); this.setupSystems(); this.setupInput(); this.playBackgroundMusic(); } private setupUI() { // 创建菜单UI实体 const titleEntity = this.createEntity("Title"); titleEntity.addComponent(new TextComponent("我的游戏", 48)); titleEntity.addComponent(new PositionComponent(400, 100)); const startButton = this.createEntity("StartButton"); startButton.addComponent(new ButtonComponent("开始游戏")); startButton.addComponent(new PositionComponent(400, 300)); const settingsButton = this.createEntity("SettingsButton"); settingsButton.addComponent(new ButtonComponent("设置")); settingsButton.addComponent(new PositionComponent(400, 400)); const exitButton = this.createEntity("ExitButton"); exitButton.addComponent(new ButtonComponent("退出")); exitButton.addComponent(new PositionComponent(400, 500)); } private setupSystems() { // 添加UI相关系统 this.addEntityProcessor(new UIRenderSystem()); this.addEntityProcessor(new ButtonClickSystem()); this.addEntityProcessor(new MenuTransitionSystem()); } private setupInput() { // 监听按钮点击事件 this.eventBus.on('button:clicked', this.onButtonClicked, this); } private onButtonClicked(data: { buttonName: string }) { switch (data.buttonName) { case "开始游戏": this.transitionToGame(); break; case "设置": this.showSettings(); break; case "退出": this.exitGame(); break; } } private transitionToGame() { // 切换到游戏场景 const gameScene = new GameScene(); Core.scene = gameScene; } } ``` ### 2. 游戏主场景 ```typescript class GameScene extends Scene { private player: Entity; private enemySpawner: Entity; private ui: Entity; onStart() { this.setupWorld(); this.setupPlayer(); this.setupEnemies(); this.setupSystems(); this.setupUI(); } private setupWorld() { // 创建背景 const background = this.createEntity("Background"); background.addComponent(new SpriteComponent("background.png")); background.addComponent(new PositionComponent(0, 0)); // 创建边界 this.createWorldBounds(); } private setupPlayer() { this.player = this.createEntity("Player"); this.player.addComponent(new PositionComponent(400, 300)); this.player.addComponent(new VelocityComponent()); this.player.addComponent(new HealthComponent(100)); this.player.addComponent(new SpriteComponent("player.png")); this.player.addComponent(new PlayerInputComponent()); this.player.addComponent(new WeaponComponent()); this.player.tag = EntityTags.PLAYER; } private setupEnemies() { this.enemySpawner = this.createEntity("EnemySpawner"); this.enemySpawner.addComponent(new SpawnerComponent()); this.enemySpawner.addComponent(new PositionComponent(0, 0)); } private setupSystems() { // 输入系统 this.addEntityProcessor(new PlayerInputSystem()).updateOrder = 0; // 游戏逻辑系统 this.addEntityProcessor(new MovementSystem()).updateOrder = 10; this.addEntityProcessor(new AISystem()).updateOrder = 15; this.addEntityProcessor(new WeaponSystem()).updateOrder = 20; this.addEntityProcessor(new CollisionSystem()).updateOrder = 30; this.addEntityProcessor(new HealthSystem()).updateOrder = 40; // 生成和清理系统 this.addEntityProcessor(new EnemySpawnSystem()).updateOrder = 50; this.addEntityProcessor(new EntityCleanupSystem()).updateOrder = 60; // 渲染系统 this.addEntityProcessor(new RenderSystem()).updateOrder = 100; this.addEntityProcessor(new UIRenderSystem()).updateOrder = 110; // 特效和音频系统 this.addEntityProcessor(new ParticleSystem()).updateOrder = 120; this.addEntityProcessor(new AudioSystem()).updateOrder = 130; } private setupUI() { this.ui = this.createEntity("GameUI"); this.ui.addComponent(new HealthBarComponent()); this.ui.addComponent(new ScoreDisplayComponent()); this.ui.addComponent(new AmmoDisplayComponent()); } private createWorldBounds() { // 创建世界边界,防止实体跑出屏幕 const bounds = [ { x: 0, y: 0, width: 10, height: 600 }, // 左边界 { x: 790, y: 0, width: 10, height: 600 }, // 右边界 { x: 0, y: 0, width: 800, height: 10 }, // 上边界 { x: 0, y: 590, width: 800, height: 10 } // 下边界 ]; bounds.forEach((bound, index) => { const wall = this.createEntity(`Wall_${index}`); wall.addComponent(new PositionComponent(bound.x, bound.y)); wall.addComponent(new ColliderComponent(bound.width, bound.height)); wall.addComponent(new WallComponent()); wall.tag = EntityTags.WALL; }); } } ``` ## 场景切换和管理 ### 1. 场景管理器 > **注意:** 以下的 SceneManager、TransitionManager 等是自定义的场景管理类示例,不是ECS框架提供的内置API。你可以基于这些示例实现自己的场景管理系统。 ```typescript enum SceneType { MENU = "menu", GAME = "game", PAUSE = "pause", GAME_OVER = "game_over", SETTINGS = "settings" } // 自定义场景管理器(示例实现) class SceneManager { private static instance: SceneManager; private currentScene: Scene | null = null; private previousScene: Scene | null = null; private sceneHistory: Scene[] = []; static getInstance(): SceneManager { if (!this.instance) { this.instance = new SceneManager(); } return this.instance; } switchToScene(sceneType: SceneType, data?: any) { // 保存当前场景到历史 if (this.currentScene) { this.previousScene = this.currentScene; this.sceneHistory.push(this.currentScene); this.currentScene.onDestroy(); } // 创建新场景 this.currentScene = this.createScene(sceneType, data); Core.scene = this.currentScene; console.log(`切换到场景: ${sceneType}`); } goBack(): boolean { if (this.sceneHistory.length > 0) { const previousScene = this.sceneHistory.pop()!; if (this.currentScene) { this.currentScene.onDestroy(); } this.currentScene = previousScene; Core.scene = this.currentScene; return true; } return false; } pushScene(sceneType: SceneType, data?: any) { // 暂停当前场景,不销毁 if (this.currentScene) { this.previousScene = this.currentScene; this.sceneHistory.push(this.currentScene); this.pauseScene(this.currentScene); } this.currentScene = this.createScene(sceneType, data); Core.scene = this.currentScene; } popScene() { if (this.sceneHistory.length > 0) { if (this.currentScene) { this.currentScene.onDestroy(); } this.currentScene = this.sceneHistory.pop()!; this.resumeScene(this.currentScene); Core.scene = this.currentScene; } } private createScene(sceneType: SceneType, data?: any): Scene { switch (sceneType) { case SceneType.MENU: return new MenuScene(); case SceneType.GAME: return new GameScene(data); case SceneType.PAUSE: return new PauseScene(); case SceneType.GAME_OVER: return new GameOverScene(data); case SceneType.SETTINGS: return new SettingsScene(); default: throw new Error(`Unknown scene type: ${sceneType}`); } } private pauseScene(scene: Scene) { // 暂停场景的所有系统 scene.systems.forEach(system => { system.enabled = false; }); } private resumeScene(scene: Scene) { // 恢复场景的所有系统 scene.systems.forEach(system => { system.enabled = true; }); } } // 使用场景管理器 const sceneManager = SceneManager.getInstance(); // 切换场景 sceneManager.switchToScene(SceneType.MENU); // 推入场景(用于暂停菜单等) sceneManager.pushScene(SceneType.PAUSE); // 弹出场景(返回游戏) sceneManager.popScene(); ``` ### 2. 场景转场效果 ```typescript class TransitionManager { private isTransitioning: boolean = false; async fadeTransition(fromScene: Scene, toScene: Scene, duration: number = 1.0) { if (this.isTransitioning) return; this.isTransitioning = true; // 创建转场覆盖层 const overlay = this.createFadeOverlay(); // 淡出当前场景 await this.fadeOut(overlay, duration / 2); // 切换场景 fromScene.onDestroy(); Core.scene = toScene; // 淡入新场景 await this.fadeIn(overlay, duration / 2); // 清理覆盖层 overlay.destroy(); this.isTransitioning = false; } async slideTransition(fromScene: Scene, toScene: Scene, direction: 'left' | 'right' | 'up' | 'down') { if (this.isTransitioning) return; this.isTransitioning = true; // 实现滑动转场效果 const slideDistance = this.getSlideDistance(direction); // 移动当前场景 await this.slideScene(fromScene, slideDistance); // 切换场景 fromScene.onDestroy(); Core.scene = toScene; // 从相反方向滑入新场景 await this.slideScene(toScene, -slideDistance); this.isTransitioning = false; } private createFadeOverlay(): Entity { const overlay = Core.scene.createEntity("TransitionOverlay"); overlay.addComponent(new SpriteComponent("black_pixel.png")); overlay.addComponent(new PositionComponent(0, 0)); const sprite = overlay.getComponent(SpriteComponent); sprite.width = 800; sprite.height = 600; sprite.alpha = 0; return overlay; } } ``` ## 场景数据管理 ### 1. 场景间数据传递 ```typescript interface GameData { score: number; level: number; playerName: string; difficulty: string; } class GameScene extends Scene { private gameData: GameData; constructor(data?: GameData) { super(); this.gameData = data || { score: 0, level: 1, playerName: "Player", difficulty: "normal" }; } onStart() { super.onStart(); // 根据传入数据配置场景 this.setupPlayerWithData(); this.setupLevelWithDifficulty(); } private setupPlayerWithData() { const player = this.createEntity("Player"); player.addComponent(new NameComponent(this.gameData.playerName)); player.addComponent(new ScoreComponent(this.gameData.score)); // ... 其他组件 } private setupLevelWithDifficulty() { const difficultySettings = { easy: { enemySpawnRate: 2.0, enemyHealth: 50 }, normal: { enemySpawnRate: 1.5, enemyHealth: 75 }, hard: { enemySpawnRate: 1.0, enemyHealth: 100 } }; const settings = difficultySettings[this.gameData.difficulty]; const spawner = this.createEntity("EnemySpawner"); const spawnerComp = new SpawnerComponent(); spawnerComp.spawnInterval = settings.enemySpawnRate; spawnerComp.enemyHealth = settings.enemyHealth; spawner.addComponent(spawnerComp); } // 游戏结束时传递数据到下一个场景 gameOver() { const finalScore = this.getPlayerScore(); const sceneManager = SceneManager.getInstance(); sceneManager.switchToScene(SceneType.GAME_OVER, { score: finalScore, level: this.gameData.level, playerName: this.gameData.playerName }); } } class GameOverScene extends Scene { constructor(private gameData: GameData) { super(); } onStart() { this.displayResults(); this.setupRestartButton(); } private displayResults() { const scoreText = this.createEntity("ScoreText"); scoreText.addComponent(new TextComponent(`最终分数: ${this.gameData.score}`)); scoreText.addComponent(new PositionComponent(400, 200)); const levelText = this.createEntity("LevelText"); levelText.addComponent(new TextComponent(`到达关卡: ${this.gameData.level}`)); levelText.addComponent(new PositionComponent(400, 250)); } } ``` ### 2. 持久化数据管理 ```typescript class SaveManager { private static SAVE_KEY = "game_save_data"; static saveScene(scene: Scene): void { const saveData = { playerData: this.extractPlayerData(scene), sceneState: this.extractSceneState(scene), timestamp: Date.now() }; localStorage.setItem(this.SAVE_KEY, JSON.stringify(saveData)); console.log("游戏已保存"); } static loadScene(): Scene | null { const saveDataStr = localStorage.getItem(this.SAVE_KEY); if (!saveDataStr) return null; try { const saveData = JSON.parse(saveDataStr); return this.recreateScene(saveData); } catch (error) { console.error("读取存档失败:", error); return null; } } private static extractPlayerData(scene: Scene): any { const player = scene.findEntitiesWithTag(EntityTags.PLAYER)[0]; if (!player) return null; return { position: player.getComponent(PositionComponent), health: player.getComponent(HealthComponent), inventory: player.getComponent(InventoryComponent)?.getItems(), score: player.getComponent(ScoreComponent)?.score }; } private static extractSceneState(scene: Scene): any { return { enemies: this.extractEnemiesData(scene), items: this.extractItemsData(scene), level: this.getCurrentLevel(scene) }; } private static recreateScene(saveData: any): Scene { const scene = new GameScene(); // 重建玩家 this.recreatePlayer(scene, saveData.playerData); // 重建场景状态 this.recreateSceneState(scene, saveData.sceneState); return scene; } } // 自动保存系统 class AutoSaveSystem extends IntervalSystem { constructor() { super(30.0); // 每30秒自动保存 } processSystem() { SaveManager.saveScene(this.scene); } } ``` ## 场景性能优化 ### 1. 实体管理优化 ```typescript class OptimizedScene extends Scene { private activeEntities: Set = new Set(); private inactiveEntities: Set = new Set(); createEntity(name?: string): Entity { const entity = super.createEntity(name); this.activeEntities.add(entity); return entity; } destroyEntity(entity: Entity) { this.activeEntities.delete(entity); super.destroyEntity(entity); } // 暂时禁用实体而不销毁 deactivateEntity(entity: Entity) { if (this.activeEntities.has(entity)) { this.activeEntities.delete(entity); this.inactiveEntities.add(entity); entity.enabled = false; } } // 重新激活实体 activateEntity(entity: Entity) { if (this.inactiveEntities.has(entity)) { this.inactiveEntities.delete(entity); this.activeEntities.add(entity); entity.enabled = true; } } // 只更新活跃实体 update() { for (const entity of this.activeEntities) { if (entity.enabled) { entity.update(); } } this.updateEntitySystems(); } // 批量操作 deactivateAllEnemies() { const enemies = this.findEntitiesWithTag(EntityTags.ENEMY); enemies.forEach(enemy => this.deactivateEntity(enemy)); } activateAllEnemies() { const enemies = Array.from(this.inactiveEntities) .filter(entity => entity.hasTag(EntityTags.ENEMY)); enemies.forEach(enemy => this.activateEntity(enemy)); } } ``` ### 2. 系统性能监控 ```typescript class PerformanceMonitoredScene extends Scene { private systemPerformance: Map = new Map(); addEntityProcessor(system: T): T { const wrappedSystem = this.wrapSystemWithMonitoring(system); return super.addEntityProcessor(wrappedSystem); } private wrapSystemWithMonitoring(system: T): T { const originalUpdate = system.update.bind(system); const systemName = system.constructor.name; system.update = () => { const startTime = performance.now(); originalUpdate(); const endTime = performance.now(); this.recordSystemPerformance(systemName, endTime - startTime); }; return system; } private recordSystemPerformance(systemName: string, duration: number) { if (!this.systemPerformance.has(systemName)) { this.systemPerformance.set(systemName, []); } const records = this.systemPerformance.get(systemName)!; records.push(duration); // 只保留最近100次记录 if (records.length > 100) { records.shift(); } } getPerformanceReport(): any { const report = {}; this.systemPerformance.forEach((durations, systemName) => { const avgDuration = durations.reduce((a, b) => a + b, 0) / durations.length; const maxDuration = Math.max(...durations); const minDuration = Math.min(...durations); report[systemName] = { average: avgDuration.toFixed(2) + 'ms', max: maxDuration.toFixed(2) + 'ms', min: minDuration.toFixed(2) + 'ms', samples: durations.length }; }); return report; } // 定期输出性能报告 private performanceReportTimer() { Core.schedule(5.0, true, this, () => { console.table(this.getPerformanceReport()); }); } } ``` ## 常见问题和最佳实践 ### Q: 何时创建新场景? A: - 游戏的不同阶段(菜单、游戏、设置) - 不同的关卡 - 需要完全不同系统配置的情况 - 需要清理大量实体时 ### Q: 场景切换时如何保持数据? A: 1. 使用场景构造函数传递数据 2. 使用全局数据管理器 3. 使用本地存储进行持久化 ### Q: 如何优化场景性能? A: 1. 合理使用实体的启用/禁用 2. 监控系统性能 3. 批量操作实体 4. 使用对象池减少垃圾回收 ### Q: 多个场景可以同时存在吗? A: 框架同时只支持一个活跃场景,但可以通过场景栈实现多场景管理(如暂停菜单)。 通过合理使用场景系统,你可以构建出结构清晰、性能优良的游戏架构!