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<h1>@esengine/egret-framework</h1>
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<p><a href="https://lgtm.com/projects/g/esengine/egret-framework/context:javascript"><img src="https://img.shields.io/lgtm/grade/javascript/g/esengine/egret-framework.svg?logo=lgtm&logoWidth=18" alt="Language grade: JavaScript"></a></p>
<p>这是一套用于egret的游戏框架里面包含ECS框架用于管理场景实体一些常用2D碰撞检测及A*寻路。如果您还需要包含其他的AI系统可以查看作者其他库行为树、简易FSM、实用AI</p>
<a href="#在线框架演示" id="在线框架演示" style="color: inherit; text-decoration: none;">
<h2>在线框架演示</h2>
</a>
<p><a href="http://www.hyuan.org/samples">非完整游戏演示</a></p>
<a href="#入门教程" id="入门教程" style="color: inherit; text-decoration: none;">
<h2>入门教程</h2>
</a>
<p><a href="https://github.com/esengine/egret-framework/wiki/Getting-Start">Getting Start</a></p>
<p>打开白鹭工程 替换 <code>Main.ts</code> 文件内容</p>
<pre><code class="language-ts"><span class="hljs-keyword">class</span> Main <span class="hljs-keyword">extends</span> es.Core {
<span class="hljs-comment">/**
* 由监听事件 egret.Event.ADDED_TO_STAGE后触发的事件
*/</span>
<span class="hljs-keyword">protected</span> initialize() {
<span class="hljs-comment">// 初始化游戏逻辑</span>
}
<span class="hljs-comment">/**
* 由监听事件 egret.Event.ENTER_FRAME后触发的事件
*/</span>
<span class="hljs-keyword">protected</span> <span class="hljs-keyword">async</span> update(){
<span class="hljs-comment">// 如果需要更新方法 不能删除super.update()</span>
<span class="hljs-comment">// 会导致框架内所有组件及实体无法更新</span>
<span class="hljs-keyword">super</span>.update();
<span class="hljs-comment">// 更新逻辑</span>
}
<span class="hljs-comment">/**
* 在update方法执行完毕后执行 draw方法
*/</span>
<span class="hljs-keyword">public</span> <span class="hljs-keyword">async</span> draw(){
<span class="hljs-comment">// 如果需要绘制方法 不能删除super.draw()</span>
<span class="hljs-comment">// 会导致框架内所有渲染组件位置无法更新</span>
<span class="hljs-keyword">super</span>.draw();
<span class="hljs-comment">// 绘制逻辑</span>
}
}</code></pre>
<a href="#版本计划功能" id="版本计划功能" style="color: inherit; text-decoration: none;">
<h2>版本计划功能</h2>
</a>
<ul>
<li><input checked="" disabled="" type="checkbox"> 简易ECS框架<ul>
<li><input checked="" disabled="" type="checkbox"> 组件列表<ul>
<li><input checked="" disabled="" type="checkbox"> 碰撞组件</li>
<li><input checked="" disabled="" type="checkbox"> 移动组件</li>
<li><input checked="" disabled="" type="checkbox"> 滚动精灵组件</li>
<li><input checked="" disabled="" type="checkbox"> 平铺精灵组件</li>
<li><input checked="" disabled="" type="checkbox"> 序列帧动画组件</li>
<li><input checked="" disabled="" type="checkbox"> 相机震动组件</li>
<li><input checked="" disabled="" type="checkbox"> 相机组件</li>
<li><input checked="" disabled="" type="checkbox"> 组件池</li>
<li><input checked="" disabled="" type="checkbox"> 基础碰撞组件(矩形、圆形、多边形碰撞)</li>
<li><input checked="" disabled="" type="checkbox"> 场景组件</li>
</ul>
</li>
<li><input checked="" disabled="" type="checkbox"> 系统列表<ul>
<li><input checked="" disabled="" type="checkbox"> 被动系统</li>
<li><input checked="" disabled="" type="checkbox"> 协调系统</li>
<li><input checked="" disabled="" type="checkbox"> 实体系统</li>
<li><input checked="" disabled="" type="checkbox"> 实体解析系统</li>
</ul>
</li>
</ul>
</li>
<li><input checked="" disabled="" type="checkbox"> 扩展库<ul>
<li><input checked="" disabled="" type="checkbox"> object扩展</li>
<li><input checked="" disabled="" type="checkbox"> string扩展</li>
<li><input checked="" disabled="" type="checkbox"> texture扩展</li>
<li><input checked="" disabled="" type="checkbox"> time扩展</li>
<li><input checked="" disabled="" type="checkbox"> <a href="https://github.com/esengine/egret-framework/wiki/Array-%E6%89%A9%E5%B1%95%E8%AF%B4%E6%98%8E">array扩展Extension</a></li>
<li><input checked="" disabled="" type="checkbox"> base64扩展</li>
<li><input checked="" disabled="" type="checkbox"> Stopwatch计数器</li>
<li><input checked="" disabled="" type="checkbox"> Input输入帮助</li>
<li><input checked="" disabled="" type="checkbox"> <a href="https://github.com/esengine/egret-framework/wiki/KeyboardUtils-%E9%94%AE%E7%9B%98%E5%B8%AE%E5%8A%A9">Keyboard键盘帮助</a></li>
<li><input checked="" disabled="" type="checkbox"> List池对象</li>
<li><input checked="" disabled="" type="checkbox"> Lock锁帮助</li>
<li><input checked="" disabled="" type="checkbox"> Emitter事件发射器</li>
<li><input checked="" disabled="" type="checkbox"> Random随机类帮助</li>
<li><input checked="" disabled="" type="checkbox"> Rectangle矩形帮助类</li>
<li><input checked="" disabled="" type="checkbox"> Vector2向量帮助类</li>
<li><input checked="" disabled="" type="checkbox"> Content资源管理器</li>
<li><input checked="" disabled="" type="checkbox"> 全局管理器</li>
<li><input checked="" disabled="" type="checkbox"> 向量集Bitset</li>
</ul>
</li>
<li><input checked="" disabled="" type="checkbox"> 图形帮助<ul>
<li><input checked="" disabled="" type="checkbox"> 场景过渡</li>
<li><input checked="" disabled="" type="checkbox"> 后处理器</li>
<li><input checked="" disabled="" type="checkbox"> 场景渲染器</li>
<li><input checked="" disabled="" type="checkbox"> 特效组</li>
</ul>
</li>
<li><input checked="" disabled="" type="checkbox"> A*寻路(AStar)</li>
<li><input checked="" disabled="" type="checkbox"> 常用碰撞检测</li>
<li><input checked="" disabled="" type="checkbox"> 数学库<ul>
<li><input checked="" disabled="" type="checkbox"> 矩形类Rectangle</li>
<li><input checked="" disabled="" type="checkbox"> 简易2D矩阵类Matrix2D</li>
<li><input checked="" disabled="" type="checkbox"> 简易2d 向量类Vector2</li>
<li><input checked="" disabled="" type="checkbox"> 数学扩展库MathHelper</li>
<li><input checked="" disabled="" type="checkbox"> 掩码实用类Flags</li>
<li><input checked="" disabled="" type="checkbox"> 贝塞尔曲线Bezier</li>
</ul>
</li>
<li><input checked="" disabled="" type="checkbox"> 物理系统(简易)<ul>
<li><input checked="" disabled="" type="checkbox"> Collision碰撞检测</li>
<li><input checked="" disabled="" type="checkbox"> ColliderTrigger帮助</li>
<li><input checked="" disabled="" type="checkbox"> <a href="https://github.com/esengine/egret-framework/wiki/Ray2D-2D%E5%B0%84%E7%BA%BF">Ray2D射线检测</a></li>
<li><input checked="" disabled="" type="checkbox"> ShapeCollision 多种形状检测</li>
<li><input checked="" disabled="" type="checkbox"> RealtimeCollisions 实时碰撞检测</li>
<li><input checked="" disabled="" type="checkbox"> SpatialHash 网格检测</li>
</ul>
</li>
<li><input checked="" disabled="" type="checkbox"> BreadthFirst 寻路算法</li>
<li><input checked="" disabled="" type="checkbox"> Dijkstra 寻路算法</li>
<li><input checked="" disabled="" type="checkbox"> 事件处理器</li>
</ul>
<a href="#关于egret用ecs框架typescriptjavascript" id="关于egret用ecs框架typescriptjavascript" style="color: inherit; text-decoration: none;">
<h2>关于egret用ecs框架typescript/javascript</h2>
</a>
<p>ecs 是功能强大的实体组件系统。typescript与其他语言不同因此我对ecs的设计尽可能的支持typescript特性。虽然ecs拥有标准实体组件系统但在细节上有很大不同。创建标准ecs通常处于原始速度、缓存位置和其他性能原因。使用typescript我们没有struct因为没有必要匹配标准实体组件系统的设计方式因为我们对内存布局没有那种控制。</p>
<p>ecs更灵活可以更好的集中、组织、排序和过滤游戏中的对象。ecs让您拥有轻量级实体和组件这些组件可以由系统批量处理。
例如,您在制作一个射手,您可能会有几十到几百个子弹,这些作为轻量级实体由系统批量处理。</p>
<p>所以ecs在设计当中拥有四种重要类型世界Scene过滤器Matcher系统System和实体(Entity)</p>
<a href="#世界scene" id="世界scene" style="color: inherit; text-decoration: none;">
<h2><a href="https://github.com/esengine/egret-framework/wiki/%E5%9C%BA%E6%99%AF-Scene">世界Scene</a></h2>
</a>
<p>Scene是ecs包含系统和实体最外面的容器。</p>
<a href="#实体entity" id="实体entity" style="color: inherit; text-decoration: none;">
<h2>实体Entity</h2>
</a>
<p>实体只由系统处理。</p>
<a href="#组件component" id="组件component" style="color: inherit; text-decoration: none;">
<h2>组件(Component)</h2>
</a>
<p>组件应该只包含数据而没有逻辑代码。对数据进行逻辑是系统的工作。</p>
<a href="#系统system" id="系统system" style="color: inherit; text-decoration: none;">
<h2>系统System</h2>
</a>
<p>ecs中的系统会不断的更新实体。系统使用过滤器选择某些实体然后仅更新那些选择的实体。</p>
<a href="#作者其他库egret" id="作者其他库egret" style="color: inherit; text-decoration: none;">
<h2>作者其他库egret</h2>
</a>
<ul>
<li><a href="https://github.com/esengine/egret-BehaviourTree-ai">行为树/实用AI 系统</a></li>
<li><a href="https://github.com/esengine/egret-optimize">egret优化库</a>
包含一些常用游戏性能提高的帮助类</li>
</ul>
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<a href="modules/_ecs_entity_.html">&quot;ECS/<wbr>Entity&quot;</a>
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<a href="modules/_ecs_scene_.html">&quot;ECS/<wbr>Scene&quot;</a>
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<a href="modules/_ecs_utils_bitset_.html">&quot;ECS/<wbr>Utils/<wbr>Bit<wbr>Set&quot;</a>
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<a href="modules/_ecs_utils_componentlist_.html">&quot;ECS/<wbr>Utils/<wbr>Component<wbr>List&quot;</a>
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<a href="modules/_ecs_utils_componenttypemanager_.html">&quot;ECS/<wbr>Utils/<wbr>Component<wbr>Type<wbr>Manager&quot;</a>
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<a href="modules/_ecs_utils_entitylist_.html">&quot;ECS/<wbr>Utils/<wbr>Entity<wbr>List&quot;</a>
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<a href="modules/_ecs_utils_entityprocessorlist_.html">&quot;ECS/<wbr>Utils/<wbr>Entity<wbr>Processor<wbr>List&quot;</a>
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<a href="modules/_ecs_utils_fastdirectory_.html">&quot;ECS/<wbr>Utils/<wbr>Fast<wbr>Directory&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_ecs_utils_fastlist_.html">&quot;ECS/<wbr>Utils/<wbr>Fast<wbr>List&quot;</a>
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<a href="modules/_ecs_utils_hashhelper_.html">&quot;ECS/<wbr>Utils/<wbr>Hash<wbr>Helper&quot;</a>
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<a href="modules/_ecs_utils_matcher_.html">&quot;ECS/<wbr>Utils/<wbr>Matcher&quot;</a>
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<a href="modules/_ecs_utils_objectutils_.html">&quot;ECS/<wbr>Utils/<wbr>Object<wbr>Utils&quot;</a>
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<a href="modules/_ecs_utils_renderablecomponentlist_.html">&quot;ECS/<wbr>Utils/<wbr>Renderable<wbr>Component<wbr>List&quot;</a>
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<a href="modules/_ecs_utils_stringutils_.html">&quot;ECS/<wbr>Utils/<wbr>String<wbr>Utils&quot;</a>
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<a href="modules/_ecs_utils_textureutils_.html">&quot;ECS/<wbr>Utils/<wbr>Texture<wbr>Utils&quot;</a>
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<a href="modules/_ecs_utils_time_.html">&quot;ECS/<wbr>Utils/<wbr>Time&quot;</a>
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<a href="modules/_ecs_utils_timeutils_.html">&quot;ECS/<wbr>Utils/<wbr>Time<wbr>Utils&quot;</a>
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<a href="modules/_graphics_graphics_.html">&quot;<wbr>Graphics/<wbr>Graphics&quot;</a>
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<a href="modules/_graphics_graphicscapabilities_.html">&quot;<wbr>Graphics/<wbr>Graphics<wbr>Capabilities&quot;</a>
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<a href="modules/_graphics_graphicsdevice_.html">&quot;<wbr>Graphics/<wbr>Graphics<wbr>Device&quot;</a>
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<a href="modules/_graphics_renderers_defaultrenderer_.html">&quot;<wbr>Graphics/<wbr>Renderers/<wbr>Default<wbr>Renderer&quot;</a>
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<a href="modules/_graphics_renderers_polygonlight_polylight_.html">&quot;<wbr>Graphics/<wbr>Renderers/<wbr>Polygon<wbr>Light/<wbr>Poly<wbr>Light&quot;</a>
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<a href="modules/_graphics_renderers_renderlayerexcluderenderer_.html">&quot;<wbr>Graphics/<wbr>Renderers/<wbr>Render<wbr>Layer<wbr>Exclude<wbr>Renderer&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_graphics_renderers_renderer_.html">&quot;<wbr>Graphics/<wbr>Renderers/<wbr>Renderer&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_graphics_renderers_screenspacerenderer_.html">&quot;<wbr>Graphics/<wbr>Renderers/<wbr>Screen<wbr>Space<wbr>Renderer&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_graphics_textures_gaussianblur_.html">&quot;<wbr>Graphics/<wbr>Textures/<wbr>Gaussian<wbr>Blur&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_graphics_transitions_fadetransition_.html">&quot;<wbr>Graphics/<wbr>Transitions/<wbr>Fade<wbr>Transition&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_graphics_transitions_scenetransition_.html">&quot;<wbr>Graphics/<wbr>Transitions/<wbr>Scene<wbr>Transition&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_graphics_transitions_windtransition_.html">&quot;<wbr>Graphics/<wbr>Transitions/<wbr>Wind<wbr>Transition&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_graphics_viewport_.html">&quot;<wbr>Graphics/<wbr>Viewport&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_math_bezier_.html">&quot;<wbr>Math/<wbr>Bezier&quot;</a>
</li>
<li class=" tsd-kind-module">
<a href="modules/_math_flags_.html">&quot;<wbr>Math/<wbr>Flags&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_math_mathhelper_.html">&quot;<wbr>Math/<wbr>Math<wbr>Helper&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_math_matrix2d_.html">&quot;<wbr>Math/<wbr>Matrix2<wbr>D&quot;</a>
</li>
<li class=" tsd-kind-module">
<a href="modules/_math_rectangle_.html">&quot;<wbr>Math/<wbr>Rectangle&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_math_subpixelfloat_.html">&quot;<wbr>Math/<wbr>Subpixel<wbr>Float&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_math_subpixelvector2_.html">&quot;<wbr>Math/<wbr>Subpixel<wbr>Vector2&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_math_vector2_.html">&quot;<wbr>Math/<wbr>Vector2&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_math_vector3_.html">&quot;<wbr>Math/<wbr>Vector3&quot;</a>
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<a href="modules/_physics_collidertriggerhelper_.html">&quot;<wbr>Physics/<wbr>Collider<wbr>Trigger<wbr>Helper&quot;</a>
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<li class=" tsd-kind-module">
<a href="modules/_physics_collision_.html">&quot;<wbr>Physics/<wbr>Collision&quot;</a>
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<a href="modules/_physics_physics_.html">&quot;<wbr>Physics/<wbr>Physics&quot;</a>
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<a href="modules/_physics_verlet_particle_.html">&quot;<wbr>Physics/<wbr>Verlet/<wbr>Particle&quot;</a>
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<a href="modules/_tiled_imagelayer_.html">&quot;<wbr>Tiled/<wbr>Image<wbr>Layer&quot;</a>
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<a href="modules/_tiled_layer_.html">&quot;<wbr>Tiled/<wbr>Layer&quot;</a>
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<a href="modules/_tiled_tiledcore_.html">&quot;<wbr>Tiled/<wbr>Tiled<wbr>Core&quot;</a>
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