YHH 995fa2d514 refactor(arch): 改进 ServiceToken 设计,统一服务获取模式 (#300)
* refactor(arch): 移除全局变量,使用 ServiceToken 模式

- 创建 PluginServiceRegistry 类,提供类型安全的服务注册/获取
- 添加 ProfilerServiceToken 和 CollisionLayerConfigToken
- 重构所有 __PROFILER_SERVICE__ 全局变量访问为 getProfilerService()
- 重构 __PHYSICS_RAPIER2D__ 全局变量访问为 CollisionLayerConfigToken
- 在 Core 类添加 pluginServices 静态属性
- 添加 getService.ts 辅助模块简化服务获取

这是 ServiceToken 模式重构的第一阶段,移除了最常用的两个全局变量。
后续可继续应用到其他模块(Camera/Audio 等)。

* refactor(arch): 改进 ServiceToken 设计,移除重复常量

- tokens.ts: 从 engine-core 导入 createServiceToken(符合规范)
- tokens.ts: Token 使用接口 IProfilerService 而非具体类
- 移除 AssetPickerDialog 和 ContentBrowser 中重复的 MANAGED_ASSET_DIRECTORIES
- 统一从 editor-core 导入 MANAGED_ASSET_DIRECTORIES

* fix(type): 修复 IProfilerService 接口与实现类型不匹配

- 将 ProfilerData 等数据类型移到 tokens.ts 以避免循环依赖
- ProfilerService 显式实现 IProfilerService 接口
- 更新使用方使用 IProfilerService 接口类型而非具体类

* refactor(type): 移除类型重导出,改进类型安全

- 删除 ProfilerService.ts 中的类型重导出,消费方直接从 tokens.ts 导入
- PanelDescriptor 接口添加 titleZh 属性,移除 App.tsx 中的 as any
- 改进 useDynamicIcon.ts 的类型安全,使用正确的 Record 类型

* refactor(arch): 为模块添加 ServiceToken 支持

- Material System: 创建 tokens.ts,定义 IMaterialManager 接口和 MaterialManagerToken
- Audio: 创建预留 tokens.ts 文件,为未来 AudioManager 服务扩展做准备
- Camera: 创建预留 tokens.ts 文件,为未来 CameraManager 服务扩展做准备

遵循"谁定义接口,谁导出 Token"原则,统一服务访问模式
2025-12-09 11:07:44 +08:00
2023-03-14 17:33:05 +08:00
2020-12-09 02:56:09 +00:00
2025-12-01 22:28:51 +08:00
2025-10-27 09:29:11 +08:00

ESEngine
ESEngine

Cross-platform 2D Game Engine

npm license stars

English | 中文

Documentation · API Reference · Download Editor · Examples


ESEngine is a cross-platform 2D game engine for creating games from a unified interface. It provides a comprehensive set of common tools so that developers can focus on making games without having to reinvent the wheel.

Games can be exported to multiple platforms including Web browsers, WeChat Mini Games, and other mini-game platforms.

Free and Open Source

ESEngine is completely free and open source under the MIT license. No strings attached, no royalties. Your games are yours.

Features

  • Data-Driven Architecture: Built on Entity-Component-System (ECS) pattern for flexible and performant game logic
  • High-Performance Rendering: Rust/WebAssembly 2D renderer with sprite batching and WebGL 2.0 backend
  • Visual Editor: Cross-platform desktop editor with scene management, asset browser, and visual tools
  • Modular Design: Use only what you need. Each feature is a separate module that can be included independently
  • Multi-Platform: Deploy to Web, WeChat Mini Games, and more from a single codebase

Getting the Engine

Using npm

npm install @esengine/ecs-framework

Building from Source

See Building from Source for detailed instructions.

Editor Download

Pre-built editor binaries are available on the Releases page for Windows and macOS.

Quick Start

import {
    Core, Scene, Entity, Component, EntitySystem,
    Matcher, Time, ECSComponent, ECSSystem
} from '@esengine/ecs-framework';

@ECSComponent('Position')
class Position extends Component {
    x = 0;
    y = 0;
}

@ECSComponent('Velocity')
class Velocity extends Component {
    dx = 0;
    dy = 0;
}

@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;
        }
    }
}

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);

// Game loop
let lastTime = 0;
function gameLoop(currentTime: number) {
    const deltaTime = (currentTime - lastTime) / 1000;
    lastTime = currentTime;

    Core.update(deltaTime);
    requestAnimationFrame(gameLoop);
}
requestAnimationFrame(gameLoop);

Modules

ESEngine is organized into modular packages. Each feature has a runtime module and an optional editor extension.

Core

Package Description
@esengine/ecs-framework Core ECS framework with entity management, component system, and queries
@esengine/math Vector, matrix, and mathematical utilities
@esengine/engine Rust/WASM 2D renderer
@esengine/engine-core Engine module system and lifecycle management

Runtime Modules

Package Description
@esengine/sprite 2D sprite rendering and animation
@esengine/tilemap Tile-based map rendering with animation support
@esengine/physics-rapier2d 2D physics simulation powered by Rapier
@esengine/behavior-tree Behavior tree AI system
@esengine/blueprint Visual scripting runtime
@esengine/camera Camera control and management
@esengine/audio Audio playback
@esengine/ui UI components
@esengine/material-system Material and shader system
@esengine/asset-system Asset loading and management

Editor Extensions

Package Description
@esengine/sprite-editor Sprite inspector and tools
@esengine/tilemap-editor Visual tilemap editor with brush tools
@esengine/physics-rapier2d-editor Physics collider visualization and editing
@esengine/behavior-tree-editor Visual behavior tree editor
@esengine/blueprint-editor Visual scripting editor
@esengine/material-editor Material and shader editor
@esengine/shader-editor Shader code editor

Platform

Package Description
@esengine/platform-common Platform abstraction interfaces
@esengine/platform-web Web browser runtime
@esengine/platform-wechat WeChat Mini Game runtime

Editor

ESEngine Editor is a cross-platform desktop application built with Tauri and React.

Features

  • Scene hierarchy and entity management
  • Component inspector with custom editors
  • Asset browser with drag-and-drop support
  • Tilemap editor with paint, fill, and selection tools
  • Behavior tree visual editor
  • Blueprint visual scripting
  • Material and shader editing
  • Built-in performance profiler
  • Localization support (English, Chinese)

Screenshot

ESEngine Editor

Supported Platforms

Platform Runtime Editor
Web Browser Yes -
Windows - Yes
macOS - Yes
WeChat Mini Game In Progress -
Playable Ads Planned -
Android Planned -
iOS Planned -
Windows Native Planned -
Other Platforms Planned -

Building from Source

Prerequisites

  • Node.js 18 or later
  • pnpm 10 or later
  • Rust toolchain (for WASM renderer)
  • wasm-pack

Setup

# Clone repository
git clone https://github.com/esengine/esengine.git
cd esengine

# Install dependencies
pnpm install

# Build all packages
pnpm build

# Build WASM renderer (optional)
pnpm build:wasm

Running the Editor

cd packages/editor-app
pnpm tauri:dev

Project Structure

esengine/
├── packages/           Engine packages (runtime, editor, platform)
├── docs/               Documentation source
├── examples/           Example projects
├── scripts/            Build utilities
└── thirdparty/         Third-party dependencies

Documentation

Community

Contributing

Contributions are welcome. Please read the contributing guidelines before submitting a pull request.

  1. Fork the repository
  2. Create a feature branch
  3. Make changes with tests
  4. Submit a pull request

License

ESEngine is licensed under the MIT License.

Languages
TypeScript 89.7%
Rust 4.7%
CSS 4.4%
JavaScript 0.9%
HTML 0.3%