314 lines
9.4 KiB
Markdown
314 lines
9.4 KiB
Markdown
<h1 align="center">
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<img src="https://raw.githubusercontent.com/esengine/esengine/master/docs/public/logo.svg" alt="ESEngine" width="180">
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<br>
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ESEngine
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</h1>
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<p align="center">
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<strong>TypeScript 模块化游戏框架</strong>
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</p>
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<p align="center">
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<a href="https://www.npmjs.com/package/@esengine/ecs-framework"><img src="https://img.shields.io/npm/v/@esengine/ecs-framework?style=flat-square&color=blue" alt="npm"></a>
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<a href="https://github.com/esengine/esengine/actions"><img src="https://img.shields.io/github/actions/workflow/status/esengine/esengine/ci.yml?branch=master&style=flat-square" alt="build"></a>
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<a href="https://github.com/esengine/esengine/blob/master/LICENSE"><img src="https://img.shields.io/badge/license-MIT-green?style=flat-square" alt="license"></a>
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<a href="https://github.com/esengine/esengine/stargazers"><img src="https://img.shields.io/github/stars/esengine/esengine?style=flat-square" alt="stars"></a>
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<img src="https://img.shields.io/badge/TypeScript-5.0+-blue?style=flat-square&logo=typescript&logoColor=white" alt="TypeScript">
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</p>
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<p align="center">
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<a href="./README.md">English</a> | <b>中文</b>
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</p>
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<p align="center">
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<a href="https://esengine.cn/">文档</a> ·
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<a href="https://esengine.cn/api/README">API 参考</a> ·
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<a href="./examples/">示例</a>
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</p>
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---
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## ESEngine 是什么?
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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。
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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。
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```bash
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npm install @esengine/ecs-framework
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```
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## 功能模块
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| 模块 | 描述 | 需要渲染引擎 |
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|------|------|:----------:|
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| **ECS 核心** | 实体-组件-系统框架,支持响应式查询 | 否 |
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| **行为树** | AI 行为树,支持可视化编辑 | 否 |
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| **蓝图** | 可视化脚本系统 | 否 |
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| **状态机** | 有限状态机 | 否 |
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| **定时器** | 定时器和冷却系统 | 否 |
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| **空间索引** | 空间查询(四叉树、网格) | 否 |
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| **寻路** | A* 和导航网格寻路 | 否 |
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| **程序化生成** | 噪声、随机、采样等生成算法 | 否 |
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| **RPC** | 高性能 RPC 通信框架 | 否 |
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| **服务端** | 游戏服务器框架,支持房间、认证、速率限制 | 否 |
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| **网络** | 客户端网络,支持预测、AOI、增量压缩 | 否 |
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| **事务系统** | 游戏事务系统,支持 Redis/内存存储 | 否 |
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| **世界流送** | 开放世界分块加载和流送 | 否 |
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> 所有框架模块都可以独立使用,无需依赖特定渲染引擎。
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## 快速开始
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### 使用 CLI(推荐)
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在现有项目中添加 ECS 的最简单方式:
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```bash
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# 在项目目录中运行
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npx @esengine/cli init
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```
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CLI 会自动检测项目类型(Cocos Creator 2.x/3.x、LayaAir 3.x 或 Node.js)并生成相应的集成代码。
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### 手动配置
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```typescript
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import {
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Core, Scene, Entity, Component, EntitySystem,
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Matcher, Time, ECSComponent, ECSSystem
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} from '@esengine/ecs-framework';
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// 定义组件(纯数据)
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@ECSComponent('Position')
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class Position extends Component {
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x = 0;
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y = 0;
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}
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@ECSComponent('Velocity')
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class Velocity extends Component {
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dx = 0;
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dy = 0;
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}
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// 定义系统(逻辑)
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@ECSSystem('Movement')
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class MovementSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(Position, Velocity));
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}
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protected process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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const pos = entity.getComponent(Position);
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const vel = entity.getComponent(Velocity);
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pos.x += vel.dx * Time.deltaTime;
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pos.y += vel.dy * Time.deltaTime;
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}
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}
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}
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// 初始化
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Core.create();
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const scene = new Scene();
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scene.addSystem(new MovementSystem());
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const player = scene.createEntity('Player');
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player.addComponent(new Position());
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player.addComponent(new Velocity());
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Core.setScene(scene);
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// 集成到你的游戏循环
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function gameLoop(currentTime: number) {
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Core.update(currentTime / 1000);
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requestAnimationFrame(gameLoop);
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}
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requestAnimationFrame(gameLoop);
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```
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## 与其他引擎配合使用
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ESEngine 的框架模块设计为可与你喜欢的渲染引擎配合使用:
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### 与 Cocos Creator 配合
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```typescript
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import { Component as CCComponent, _decorator } from 'cc';
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import { Core, Scene, Matcher, EntitySystem } from '@esengine/ecs-framework';
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import { BehaviorTreeExecutionSystem } from '@esengine/behavior-tree';
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const { ccclass } = _decorator;
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@ccclass('GameManager')
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export class GameManager extends CCComponent {
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private ecsScene!: Scene;
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start() {
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Core.create();
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this.ecsScene = new Scene();
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// 添加 ECS 系统
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this.ecsScene.addSystem(new BehaviorTreeExecutionSystem());
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this.ecsScene.addSystem(new MyGameSystem());
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Core.setScene(this.ecsScene);
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}
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update(dt: number) {
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Core.update(dt);
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}
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}
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```
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### 与 Laya 3.x 配合
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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import { FSMSystem } from '@esengine/fsm';
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const { regClass } = Laya;
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@regClass()
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export class ECSManager extends Laya.Script {
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private ecsScene = new Scene();
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onAwake(): void {
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Core.create();
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this.ecsScene.addSystem(new FSMSystem());
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Core.setScene(this.ecsScene);
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}
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onUpdate(): void {
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Core.update(Laya.timer.delta / 1000);
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}
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onDestroy(): void {
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Core.destroy();
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}
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}
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```
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## 包列表
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### 框架包(引擎无关)
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这些包**零渲染依赖**,可与任何引擎配合使用:
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```bash
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npm install @esengine/ecs-framework # ECS 核心
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npm install @esengine/behavior-tree # AI 行为树
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npm install @esengine/blueprint # 可视化脚本
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npm install @esengine/fsm # 状态机
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npm install @esengine/timer # 定时器和冷却
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npm install @esengine/spatial # 空间索引
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npm install @esengine/pathfinding # 寻路
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npm install @esengine/procgen # 程序化生成
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npm install @esengine/rpc # RPC 框架
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npm install @esengine/server # 游戏服务器
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npm install @esengine/network # 客户端网络
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npm install @esengine/transaction # 事务系统
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npm install @esengine/world-streaming # 世界流送
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```
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### ESEngine 运行时(可选)
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如果你需要完整的引擎解决方案:
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| 分类 | 包名 |
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|------|------|
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| **核心** | `engine-core`, `asset-system`, `material-system` |
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| **渲染** | `sprite`, `tilemap`, `particle`, `camera`, `mesh-3d` |
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| **物理** | `physics-rapier2d` |
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| **平台** | `platform-web`, `platform-wechat` |
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### 编辑器(可选)
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基于 Tauri 构建的可视化编辑器:
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- 从 [Releases](https://github.com/esengine/esengine/releases) 下载
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- [从源码构建](./packages/editor/editor-app/README.md)
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- 支持行为树编辑、Tilemap 绘制、可视化脚本
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## 项目结构
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```
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esengine/
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├── packages/
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│ ├── framework/ # 引擎无关模块(可发布到 NPM)
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│ │ ├── core/ # ECS 框架
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│ │ ├── math/ # 数学工具
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│ │ ├── behavior-tree/ # AI 行为树
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│ │ ├── blueprint/ # 可视化脚本
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│ │ ├── fsm/ # 有限状态机
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│ │ ├── timer/ # 定时器系统
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│ │ ├── spatial/ # 空间查询
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│ │ ├── pathfinding/ # 寻路
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│ │ ├── procgen/ # 程序化生成
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│ │ ├── rpc/ # RPC 框架
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│ │ ├── server/ # 游戏服务器
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│ │ ├── network/ # 客户端网络
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│ │ ├── transaction/ # 事务系统
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│ │ └── world-streaming/ # 世界流送
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│ │
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│ ├── engine/ # ESEngine 运行时
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│ ├── rendering/ # 渲染模块
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│ ├── physics/ # 物理模块
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│ ├── editor/ # 可视化编辑器
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│ └── rust/ # WASM 渲染器
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│
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├── docs/ # 文档
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└── examples/ # 示例
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```
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## 从源码构建
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```bash
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git clone https://github.com/esengine/esengine.git
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cd esengine
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pnpm install
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pnpm build
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# 框架包类型检查
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pnpm type-check:framework
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# 运行测试
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pnpm test
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```
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## 文档
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- [ECS 框架指南](./packages/framework/core/README.md)
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- [行为树指南](./packages/framework/behavior-tree/README.md)
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- [编辑器启动指南](./packages/editor/editor-app/README_CN.md) ([English](./packages/editor/editor-app/README.md))
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- [API 参考](https://esengine.cn/api/README)
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## 社区
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- [QQ 交流群](https://jq.qq.com/?_wv=1027&k=29w1Nud6) - 中文社区
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- [Discord](https://discord.gg/gCAgzXFW) - 国际社区
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- [GitHub Issues](https://github.com/esengine/esengine/issues) - Bug 反馈和功能建议
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- [GitHub Discussions](https://github.com/esengine/esengine/discussions) - 问题和想法
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## 贡献
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欢迎贡献代码!提交 PR 前请阅读贡献指南。
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1. Fork 仓库
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2. 创建功能分支 (`git checkout -b feature/amazing-feature`)
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3. 提交修改 (`git commit -m 'Add amazing feature'`)
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4. 推送分支 (`git push origin feature/amazing-feature`)
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5. 发起 Pull Request
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## 许可证
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ESEngine 基于 [MIT 协议](LICENSE) 开源,个人和商业使用均免费。
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---
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<p align="center">
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由 ESEngine 社区用心打造
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</p>
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