Files
esengine/README_CN.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

8.0 KiB
Raw Blame History

ESEngine
ESEngine

TypeScript 模块化游戏框架

npm build license stars TypeScript

English | 中文

文档 · API 参考 · 示例


ESEngine 是什么?

ESEngine 是一套引擎无关的游戏开发模块,可与 Cocos Creator、Laya、Phaser、PixiJS 等任何 JavaScript 游戏引擎配合使用。

核心是一个高性能的 ECS实体-组件-系统) 框架,配套 AI、网络、物理等可选模块。

npm install @esengine/ecs-framework

功能模块

模块 描述 需要渲染引擎
ECS 核心 实体-组件-系统框架,支持响应式查询
行为树 AI 行为树,支持可视化编辑
蓝图 可视化脚本系统
状态机 有限状态机
定时器 定时器和冷却系统
空间索引 空间查询(四叉树、网格)
寻路 A* 和导航网格寻路
网络 客户端/服务端网络通信 (TSRPC)

所有框架模块都可以独立使用,无需依赖特定渲染引擎。

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);

// 集成到你的游戏循环
function gameLoop(currentTime: number) {
    Core.update(currentTime / 1000);
    requestAnimationFrame(gameLoop);
}
requestAnimationFrame(gameLoop);

与其他引擎配合使用

ESEngine 的框架模块设计为可与你喜欢的渲染引擎配合使用:

与 Cocos Creator 配合

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

const { ccclass } = _decorator;

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

    start() {
        Core.create();
        this.ecsScene = new Scene();

        // 添加 ECS 系统
        this.ecsScene.addSystem(new BehaviorTreeExecutionSystem());
        this.ecsScene.addSystem(new MyGameSystem());

        Core.setScene(this.ecsScene);
    }

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

与 Laya 配合

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

class Main {
    constructor() {
        Core.create();
        const scene = new Scene();
        scene.addSystem(new FSMSystem());
        Core.setScene(scene);

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

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

包列表

框架包(引擎无关)

这些包零渲染依赖,可与任何引擎配合使用:

npm install @esengine/ecs-framework      # ECS 核心
npm install @esengine/behavior-tree      # AI 行为树
npm install @esengine/blueprint          # 可视化脚本
npm install @esengine/fsm                # 状态机
npm install @esengine/timer              # 定时器和冷却
npm install @esengine/spatial            # 空间索引
npm install @esengine/pathfinding        # 寻路
npm install @esengine/network            # 网络

ESEngine 运行时(可选)

如果你需要完整的引擎解决方案:

分类 包名
核心 engine-core, asset-system, material-system
渲染 sprite, tilemap, particle, camera, mesh-3d
物理 physics-rapier2d
平台 platform-web, platform-wechat

编辑器(可选)

基于 Tauri 构建的可视化编辑器:

  • Releases 下载
  • 支持行为树编辑、Tilemap 绘制、可视化脚本

项目结构

esengine/
├── packages/
│   ├── framework/          # 引擎无关模块(可发布到 NPM
│   │   ├── core/          # ECS 框架
│   │   ├── math/          # 数学工具
│   │   ├── behavior-tree/ # AI 行为树
│   │   ├── blueprint/     # 可视化脚本
│   │   ├── fsm/           # 有限状态机
│   │   ├── timer/         # 定时器系统
│   │   ├── spatial/       # 空间查询
│   │   ├── pathfinding/   # 寻路
│   │   ├── procgen/       # 程序化生成
│   │   └── network/       # 网络
│   │
│   ├── engine/            # ESEngine 运行时
│   ├── rendering/         # 渲染模块
│   ├── physics/           # 物理模块
│   ├── editor/            # 可视化编辑器
│   └── rust/              # WASM 渲染器
│
├── docs/                   # 文档
└── examples/               # 示例

从源码构建

git clone https://github.com/esengine/esengine.git
cd esengine

pnpm install
pnpm build

# 框架包类型检查
pnpm type-check:framework

# 运行测试
pnpm test

文档

社区

贡献

欢迎贡献代码!提交 PR 前请阅读贡献指南。

  1. Fork 仓库
  2. 创建功能分支 (git checkout -b feature/amazing-feature)
  3. 提交修改 (git commit -m 'Add amazing feature')
  4. 推送分支 (git push origin feature/amazing-feature)
  5. 发起 Pull Request

许可证

ESEngine 基于 MIT 协议 开源,个人和商业使用均免费。


由 ESEngine 社区用心打造