385 lines
9.8 KiB
Markdown
385 lines
9.8 KiB
Markdown
# ECS Framework
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[](https://badge.fury.io/js/%40esengine%2Fecs-framework)
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[](https://opensource.org/licenses/MIT)
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一个轻量级的 TypeScript ECS(Entity-Component-System)框架,专为小游戏开发设计,适用于 Laya、Cocos 等游戏引擎。
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## ✨ 特性
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- 🚀 **轻量级 ECS 架构** - 基于实体组件系统,提供清晰的代码结构
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- ⚡ **高性能** - 实体创建速度可达64万实体/秒,支持大规模实体管理
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- 🎯 **智能优化** - 组件对象池、位掩码优化器、延迟索引更新等性能优化技术
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- 📡 **事件系统** - 内置 Emitter 事件发射器,支持类型安全的事件管理
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- ⏰ **定时器系统** - 完整的定时器管理,支持延迟和重复任务
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- 🔍 **查询系统** - 基于位掩码的高性能实体查询,支持批量操作
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- 🛠️ **性能监控** - 内置性能监控工具,帮助优化游戏性能
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- 🔧 **批量操作** - 支持批量实体创建、组件添加等高效操作
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## 📦 安装
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```bash
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npm install @esengine/ecs-framework
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```
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## 📊 性能基准
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```bash
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# 运行快速性能基准测试
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npm run benchmark
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# 运行完整性能测试
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npm run test:performance
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```
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**框架性能数据**:
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### 🚀 实体创建性能
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- **小规模**: 640,697 实体/秒 (1,000个实体/1.56ms)
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- **中规模**: 250,345 实体/秒 (10,000个实体/39.94ms)
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- **大规模**: 161,990 实体/秒 (500,000个实体/3.09秒)
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### 🎯 核心操作性能
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```
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📊 核心操作性能
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实体创建: 640,697个/秒
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组件添加: 596,929组件/秒
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位掩码操作: 5,000,000次/秒
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查询缓存: 零延迟访问
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批量操作: 高效处理
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🔧 优化技术效果
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组件对象池: 减少30-50%内存分配
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位掩码优化器: 提升20-40%掩码性能
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批量操作: 大幅减少创建时间
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索引优化: 避免O(n)重复检查
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缓存策略: 延迟清理机制
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```
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## 🚀 快速开始
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### 1. 初始化框架
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```typescript
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import { Core, CoreEvents } from '@esengine/ecs-framework';
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// 创建 Core 实例
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const core = Core.create(true); // true 表示开启调试模式
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// 在游戏循环中更新框架
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function gameLoop() {
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// 发送帧更新事件
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Core.emitter.emit(CoreEvents.frameUpdated);
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}
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```
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### 2. 高性能批量创建实体
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```typescript
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import { Scene, EntitySystem } from '@esengine/ecs-framework';
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class GameScene extends Scene {
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public initialize() {
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// 批量创建实体
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const entities = this.createEntities(1000, "Enemy");
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// 批量添加组件
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entities.forEach((entity, index) => {
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entity.addComponent(new PositionComponent(
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Math.random() * 1000,
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Math.random() * 1000
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));
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entity.addComponent(new VelocityComponent());
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});
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// 添加系统
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this.addEntityProcessor(new MovementSystem());
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}
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}
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```
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### 3. 使用组件对象池优化内存
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```typescript
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import { Component, ComponentPoolManager } from '@esengine/ecs-framework';
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class BulletComponent extends Component {
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public damage: number = 10;
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public speed: number = 300;
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// 重置方法用于对象池
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public reset() {
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this.damage = 10;
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this.speed = 300;
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}
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}
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// 注册组件池
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ComponentPoolManager.getInstance().registerPool(BulletComponent, 1000);
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// 使用对象池获取组件
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const bullet = ComponentPoolManager.getInstance().getComponent(BulletComponent);
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entity.addComponent(bullet);
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// 释放回对象池
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ComponentPoolManager.getInstance().releaseComponent(bullet);
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```
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### 4. 位掩码优化器加速查询
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```typescript
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import { BitMaskOptimizer } from '@esengine/ecs-framework';
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// 注册常用组件类型
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const optimizer = BitMaskOptimizer.getInstance();
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optimizer.registerComponentType(PositionComponent);
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optimizer.registerComponentType(VelocityComponent);
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optimizer.registerComponentType(RenderComponent);
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// 预计算常用掩码组合
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optimizer.precomputeCommonMasks();
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// 高效的掩码操作
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const positionMask = optimizer.getComponentMask(PositionComponent);
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const movementMask = optimizer.getCombinedMask([PositionComponent, VelocityComponent]);
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```
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## 📚 核心概念
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### Entity(实体)
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实体是游戏世界中的基本对象,支持批量操作和高性能创建。
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```typescript
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// 单个实体创建
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const entity = scene.createEntity("MyEntity");
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// 批量实体创建
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const entities = scene.createEntities(1000, "Bullets");
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// 实体属性设置
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entity.tag = 1;
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entity.updateOrder = 0;
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entity.enabled = true;
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```
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### Component(组件)
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组件包含数据和行为,支持对象池优化。
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```typescript
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import { Component, ComponentPoolManager } from '@esengine/ecs-framework';
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class HealthComponent extends Component {
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public maxHealth: number = 100;
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public currentHealth: number = 100;
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// 对象池重置方法
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public reset() {
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this.maxHealth = 100;
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this.currentHealth = 100;
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}
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public takeDamage(damage: number) {
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this.currentHealth = Math.max(0, this.currentHealth - damage);
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if (this.currentHealth <= 0) {
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this.entity.destroy();
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}
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}
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}
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// 注册到对象池
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ComponentPoolManager.getInstance().registerPool(HealthComponent, 500);
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```
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### System(系统)
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系统处理实体集合,支持批量处理优化。
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```typescript
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import { EntitySystem, Entity } from '@esengine/ecs-framework';
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class HealthSystem extends EntitySystem {
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protected process(entities: Entity[]) {
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// 批量处理实体
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const batchSize = 1000;
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for (let i = 0; i < entities.length; i += batchSize) {
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const batch = entities.slice(i, i + batchSize);
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this.processBatch(batch);
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}
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}
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private processBatch(entities: Entity[]) {
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for (const entity of entities) {
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const health = entity.getComponent(HealthComponent);
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if (health && health.currentHealth <= 0) {
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entity.destroy();
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}
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}
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}
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}
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```
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## 🎮 高级功能
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### 批量操作API
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```typescript
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// 批量创建实体
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const entities = scene.createEntities(5000, "Enemies");
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// 批量查询
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const movingEntities = scene.getEntitiesWithComponents([PositionComponent, VelocityComponent]);
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// 延迟缓存清理
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scene.addEntity(entity, false); // 延迟缓存清理
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// ... 添加更多实体
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scene.querySystem.clearCache(); // 手动清理缓存
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```
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### 性能监控
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```typescript
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import { Core } from '@esengine/ecs-framework';
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// 获取性能统计
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const stats = scene.getPerformanceStats();
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console.log(`实体数量: ${stats.entityCount}`);
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console.log(`查询缓存大小: ${stats.queryCacheSize}`);
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console.log(`组件池统计:`, stats.componentPoolStats);
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```
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### 内存优化
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```typescript
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// 预热组件池
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ComponentPoolManager.getInstance().preWarmPools({
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BulletComponent: 1000,
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EffectComponent: 500,
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PickupComponent: 200
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});
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// 清理未使用的组件
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ComponentPoolManager.getInstance().clearUnusedComponents();
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```
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## 🧪 测试和基准
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### 运行测试套件
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```bash
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# 运行所有测试
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npm run test
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# 单元测试
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npm run test:unit
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# 性能测试
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npm run test:performance
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# 快速基准测试
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npm run benchmark
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```
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### 自定义性能测试
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```typescript
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import { runEntityCreationBenchmark } from './Testing/Performance/benchmark';
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// 运行自定义基准测试
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await runEntityCreationBenchmark();
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```
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## 🔧 优化建议
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### 大规模实体处理
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1. **使用批量API**
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```typescript
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// ✅ 推荐:批量创建
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const entities = scene.createEntities(10000, "Units");
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// ❌ 避免:循环单个创建
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for (let i = 0; i < 10000; i++) {
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scene.createEntity("Unit" + i);
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}
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```
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2. **启用对象池**
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```typescript
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// 预先注册常用组件池
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ComponentPoolManager.getInstance().registerPool(BulletComponent, 2000);
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ComponentPoolManager.getInstance().registerPool(EffectComponent, 1000);
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```
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3. **优化查询频率**
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```typescript
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// 缓存查询结果
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if (frameCount % 5 === 0) {
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this.cachedEnemies = scene.getEntitiesWithComponent(EnemyComponent);
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}
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```
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### 移动端优化
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- 实体数量建议 ≤ 20,000
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- 启用组件对象池
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- 减少查询频率
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- 使用批量操作
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## 📈 版本更新
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### v2.0.6 (最新)
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- 🚀 **高性能实体创建**: 支持64万实体/秒的创建速度
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- 🎯 **组件对象池**: 减少内存分配开销
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- ⚡ **位掩码优化器**: 加速组件查询和操作
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- 🔧 **批量操作API**: 支持高效的批量实体创建
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- 📊 **性能监控**: 完整的性能分析工具
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- 🧪 **测试套件**: 单元测试、性能测试、集成测试
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### 历史版本
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- v1.x.x: 基础ECS架构实现
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## 📖 文档
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- [快速入门](docs/getting-started.md) - 从零开始学习框架使用
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- [实体使用指南](docs/entity-guide.md) - 详细了解实体的所有功能和用法
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- [核心概念](docs/core-concepts.md) - 深入了解 ECS 架构和设计原理
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- [查询系统使用指南](docs/query-system-usage.md) - 学习高性能查询系统的详细用法
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## 🔗 扩展库
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- [路径寻找库](https://github.com/esengine/ecs-astar) - A*、广度优先、Dijkstra、GOAP 算法
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- [AI 系统](https://github.com/esengine/BehaviourTree-ai) - 行为树、效用 AI 系统
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## 🤝 贡献
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欢迎提交 Issue 和 Pull Request!
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### 开发环境设置
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```bash
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# 克隆项目
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git clone https://github.com/esengine/ecs-framework.git
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cd ecs-framework
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# 运行基准测试
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node benchmark.js
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# 开发构建 (在source目录)
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cd source && npm install && npm run build
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```
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### 构建要求
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- Node.js >= 14.0.0
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- TypeScript >= 4.0.0
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## 📄 许可证
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本项目采用 [MIT](LICENSE) 许可证。
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## 💬 交流群
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加入 QQ 群讨论:[ecs游戏框架交流](https://jq.qq.com/?_wv=1027&k=29w1Nud6)
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---
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**ECS Framework** - 让游戏开发更简单、更高效! |