* 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
4.4 KiB
4.4 KiB
@esengine/ecs-framework
适用于 JavaScript 游戏引擎的高性能 ECS 框架
English | 中文
概述
一个独立的、零依赖的 ECS(实体-组件-系统)框架,可与任何 JavaScript 游戏引擎配合使用:
- Cocos Creator
- Laya
- Egret
- Phaser
- 或你自己的引擎
这个包是 ESEngine 的核心,但可以完全独立使用。
安装
npm / pnpm / yarn
npm install @esengine/ecs-framework
仅克隆源码
如果你只想要 ECS 框架源码(不需要完整的 ESEngine):
# 第一步:克隆仓库骨架,不下载文件内容(需要 Git 2.25+)
git clone --filter=blob:none --sparse https://github.com/esengine/esengine.git
# 第二步:进入目录
cd esengine
# 第三步:指定要检出的目录
git sparse-checkout set packages/core
# 完成!现在你只有 packages/core/ 目录,其他文件夹不会下载
快速开始
import {
Core, Scene, Entity, Component, EntitySystem,
Matcher, Time, ECSComponent, ECSSystem
} from '@esengine/ecs-framework';
// 定义组件(纯数据)
@ECSComponent('Position')
class Position extends Component {
x = 0;
y = 0;
}
@ECSComponent('Velocity')
class Velocity extends Component {
dx = 0;
dy = 0;
}
// 定义系统(逻辑)
@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;
}
}
}
// 初始化
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);
// 游戏循环(与你的引擎循环集成)
function update(dt: number) {
Core.update(dt);
}
集成示例
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();
// 注册你的系统...
Core.setScene(this.scene);
}
update(dt: number) {
Core.update(dt);
}
}
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);
}
}
特性
| 特性 | 描述 |
|---|---|
| 零依赖 | 无外部运行时依赖 |
| 类型安全查询 | 流畅的 API,完整 TypeScript 支持 |
| 变更检测 | 基于 Epoch 的脏标记优化 |
| 序列化 | 内置场景序列化和快照 |
| 服务容器 | 系统的依赖注入 |
| 性能监控 | 内置性能分析工具 |
文档
许可证
MIT 协议 - 可自由用于商业和开源项目。
ESEngine 的一部分 · 可独立使用