Files
esengine/packages/framework/core/README.md
YHH 155411e743 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
2025-12-26 14:50:35 +08:00

4.6 KiB

@esengine/ecs-framework

High-performance ECS Framework for JavaScript Game Engines

npm license TypeScript zero dependencies

English | 中文


Overview

A standalone, zero-dependency ECS (Entity-Component-System) framework designed for use with any JavaScript game engine:

  • Cocos Creator
  • Laya
  • Egret
  • Phaser
  • Or your own engine

This package is the core of ESEngine, but can be used completely independently.

Installation

npm / pnpm / yarn

npm install @esengine/ecs-framework

Clone Source Code Only

If you only want the ECS framework source code (not the full ESEngine):

# Step 1: Clone repo skeleton without downloading files (requires Git 2.25+)
git clone --filter=blob:none --sparse https://github.com/esengine/esengine.git

# Step 2: Enter directory
cd esengine

# Step 3: Specify which folder to checkout
git sparse-checkout set packages/core

# Now you only have packages/core/ - other folders are not downloaded

Quick Start

import {
    Core, Scene, Entity, Component, EntitySystem,
    Matcher, Time, ECSComponent, ECSSystem
} from '@esengine/ecs-framework';

// Define components (pure data)
@ECSComponent('Position')
class Position extends Component {
    x = 0;
    y = 0;
}

@ECSComponent('Velocity')
class Velocity extends Component {
    dx = 0;
    dy = 0;
}

// Define system (logic)
@ECSSystem('Movement')
class MovementSystem extends EntitySystem {
    constructor() {
        super(Matcher.all(Position, Velocity));
    }

    protected process(entities: readonly Entity[]): void {
        for (const entity of entities) {
            const pos = entity.getComponent(Position);
            const vel = entity.getComponent(Velocity);
            pos.x += vel.dx * Time.deltaTime;
            pos.y += vel.dy * Time.deltaTime;
        }
    }
}

// Initialize
Core.create();
const scene = new Scene();
scene.addSystem(new MovementSystem());

const player = scene.createEntity('Player');
player.addComponent(new Position());
player.addComponent(new Velocity());

Core.setScene(scene);

// Game loop (integrate with your engine's loop)
function update(dt: number) {
    Core.update(dt);
}

Integration Examples

With Cocos Creator

import { _decorator, Component as CCComponent } from 'cc';
import { Core, Scene } from '@esengine/ecs-framework';

const { ccclass } = _decorator;

@ccclass('GameManager')
export class GameManager extends CCComponent {
    private scene: Scene;

    onLoad() {
        Core.create();
        this.scene = new Scene();
        // Register your systems...
        Core.setScene(this.scene);
    }

    update(dt: number) {
        Core.update(dt);
    }
}

With Laya

import { Core, Scene } from '@esengine/ecs-framework';

export class Main {
    private scene: Scene;

    constructor() {
        Core.create();
        this.scene = new Scene();
        Core.setScene(this.scene);

        Laya.timer.frameLoop(1, this, this.onUpdate);
    }

    onUpdate() {
        Core.update(Laya.timer.delta / 1000);
    }
}

Features

Feature Description
Zero Dependencies No external runtime dependencies
Type-Safe Queries Fluent API with full TypeScript support
Change Detection Epoch-based dirty tracking for optimization
Serialization Built-in scene serialization and snapshots
Service Container Dependency injection for systems
Performance Monitoring Built-in profiling tools

Documentation

License

MIT License - Use freely in commercial and open source projects.


Part of ESEngine · Can be used standalone