Files
esengine/examples/wechat-worker-demo/deploy.js
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

352 lines
10 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* 部署脚本 - 复制文件到微信小游戏项目
* Deploy script - copy files to WeChat Mini Game project
*/
const fs = require('fs');
const path = require('path');
// 微信小游戏项目路径
const WECHAT_PROJECT = 'F:/MiniGame';
// 需要复制的文件
const filesToCopy = [
// Worker 文件
{ src: 'workers/physics-worker.js', dest: 'workers/physics-worker.js' },
// 注意worker-mapping.json 不要放在 workers 目录,微信会把它当 JS 编译
// Note: Don't put worker-mapping.json in workers dir, WeChat will try to compile it as JS
];
// ECS 框架库
const ecsFrameworkSrc = path.join(__dirname, '../../packages/core/dist/index.umd.js');
const ecsFrameworkDest = path.join(WECHAT_PROJECT, 'libs/ecs-framework.js');
// 确保目录存在
function ensureDir(filePath) {
const dir = path.dirname(filePath);
if (!fs.existsSync(dir)) {
fs.mkdirSync(dir, { recursive: true });
}
}
console.log('Deploying to WeChat Mini Game project:', WECHAT_PROJECT);
console.log('');
// 复制 ECS 框架
ensureDir(ecsFrameworkDest);
if (fs.existsSync(ecsFrameworkSrc)) {
fs.copyFileSync(ecsFrameworkSrc, ecsFrameworkDest);
console.log('Copied: ecs-framework.js');
} else {
console.warn('Warning: ECS framework not found at', ecsFrameworkSrc);
console.warn('Please run "pnpm build" in packages/core first');
}
// 复制 Worker 文件
for (const file of filesToCopy) {
const srcPath = path.join(__dirname, file.src);
const destPath = path.join(WECHAT_PROJECT, file.dest);
if (fs.existsSync(srcPath)) {
ensureDir(destPath);
fs.copyFileSync(srcPath, destPath);
console.log('Copied:', file.dest);
} else {
console.warn('Warning: File not found:', srcPath);
}
}
// 创建 game.js - 完整物理球可视化演示
// Create game.js - Full physics ball visualization demo
const gameJs = `/**
* ESEngine Worker System 微信小游戏物理演示
* ESEngine Worker System WeChat Mini Game Physics Demo
*
* 演示 Worker 线程处理物理计算,主线程渲染
* Demonstrates Worker thread physics + main thread rendering
*/
// ============ 配置 | Configuration ============
var CONFIG = {
BALL_COUNT: 20, // 球数量 | Number of balls
GRAVITY: 400, // 重力 | Gravity
GROUND_FRICTION: 0.98, // 地面摩擦 | Ground friction
BALL_BOUNCE: 0.85, // 弹性系数 | Bounce factor
MIN_RADIUS: 8, // 最小半径 | Min radius
MAX_RADIUS: 20, // 最大半径 | Max radius
COLORS: ['#FF6B6B', '#4ECDC4', '#45B7D1', '#96CEB4', '#FFEAA7', '#DDA0DD', '#98D8C8', '#F7DC6F']
};
// ============ 全局状态 | Global State ============
var canvas = wx.createCanvas();
var ctx = canvas.getContext('2d');
var worker = null;
var entities = [];
var lastTime = Date.now();
var frameCount = 0;
var fps = 0;
var workerReady = false;
var pendingRequest = false;
console.log('====================================');
console.log('ESEngine Worker 物理演示');
console.log('Canvas:', canvas.width, 'x', canvas.height);
console.log('====================================');
// ============ 初始化实体 | Initialize Entities ============
function initEntities() {
entities = [];
for (var i = 0; i < CONFIG.BALL_COUNT; i++) {
var radius = CONFIG.MIN_RADIUS + Math.random() * (CONFIG.MAX_RADIUS - CONFIG.MIN_RADIUS);
entities.push({
id: i + 1,
x: radius + Math.random() * (canvas.width - radius * 2),
y: radius + Math.random() * (canvas.height * 0.5), // 上半部分生成
dx: (Math.random() - 0.5) * 200,
dy: Math.random() * 100,
mass: radius * 0.1,
bounce: CONFIG.BALL_BOUNCE,
friction: CONFIG.GROUND_FRICTION,
radius: radius,
color: CONFIG.COLORS[i % CONFIG.COLORS.length]
});
}
console.log('Created', entities.length, 'balls');
}
// ============ 创建 Worker | Create Worker ============
function createWorker() {
try {
worker = wx.createWorker('workers/physics-worker.js', {
useExperimentalWorker: true
});
worker.onMessage(function(res) {
pendingRequest = false;
if (res.error) {
console.error('Worker error:', res.error);
return;
}
if (res.result && Array.isArray(res.result)) {
// 更新实体位置(保留颜色等渲染属性)
// Update entity positions (keep rendering properties like color)
for (var i = 0; i < res.result.length; i++) {
var updated = res.result[i];
var entity = entities[i];
if (entity && updated) {
entity.x = updated.x;
entity.y = updated.y;
entity.dx = updated.dx;
entity.dy = updated.dy;
}
}
}
});
workerReady = true;
console.log('Worker created successfully!');
} catch (error) {
console.error('Worker creation failed:', error.message);
workerReady = false;
}
}
// ============ 发送物理更新到 Worker | Send Physics Update to Worker ============
function sendToWorker(deltaTime) {
if (!worker || !workerReady || pendingRequest) return;
// 准备发送数据(只发送物理相关属性)
// Prepare data (only physics-related properties)
var physicsData = [];
for (var i = 0; i < entities.length; i++) {
var e = entities[i];
physicsData.push({
id: e.id,
x: e.x,
y: e.y,
dx: e.dx,
dy: e.dy,
mass: e.mass,
bounce: e.bounce,
friction: e.friction,
radius: e.radius
});
}
pendingRequest = true;
worker.postMessage({
id: Date.now(),
entities: physicsData,
deltaTime: deltaTime,
systemConfig: {
gravity: CONFIG.GRAVITY,
canvasWidth: canvas.width,
canvasHeight: canvas.height,
groundFriction: CONFIG.GROUND_FRICTION
}
});
}
// ============ 渲染 | Render ============
function render() {
// 清屏 - 深色背景
// Clear screen - dark background
ctx.fillStyle = '#1a1a2e';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// 绘制地面
// Draw ground
ctx.fillStyle = '#2d3436';
ctx.fillRect(0, canvas.height - 10, canvas.width, 10);
// 绘制所有球
// Draw all balls
for (var i = 0; i < entities.length; i++) {
var e = entities[i];
// 球体渐变效果
// Ball gradient effect
var gradient = ctx.createRadialGradient(
e.x - e.radius * 0.3, e.y - e.radius * 0.3, 0,
e.x, e.y, e.radius
);
gradient.addColorStop(0, '#ffffff');
gradient.addColorStop(0.3, e.color);
gradient.addColorStop(1, shadeColor(e.color, -30));
ctx.beginPath();
ctx.arc(e.x, e.y, e.radius, 0, Math.PI * 2);
ctx.fillStyle = gradient;
ctx.fill();
// 球体边框
// Ball border
ctx.strokeStyle = shadeColor(e.color, -50);
ctx.lineWidth = 1;
ctx.stroke();
}
// 绘制 UI
// Draw UI
ctx.fillStyle = '#ffffff';
ctx.font = '14px Arial';
ctx.textAlign = 'left';
ctx.fillText('ESEngine Worker Physics Demo', 10, 25);
ctx.fillText('FPS: ' + fps + ' | Balls: ' + entities.length, 10, 45);
ctx.fillText('Worker: ' + (workerReady ? 'Active' : 'Failed'), 10, 65);
// 提示文字
// Hint text
ctx.textAlign = 'center';
ctx.fillStyle = '#888888';
ctx.font = '12px Arial';
ctx.fillText('Physics calculated in Worker thread', canvas.width / 2, canvas.height - 20);
}
// 颜色加深/减淡工具函数
// Color shade utility function
function shadeColor(color, percent) {
var num = parseInt(color.replace('#', ''), 16);
var amt = Math.round(2.55 * percent);
var R = (num >> 16) + amt;
var G = (num >> 8 & 0x00FF) + amt;
var B = (num & 0x0000FF) + amt;
R = Math.max(0, Math.min(255, R));
G = Math.max(0, Math.min(255, G));
B = Math.max(0, Math.min(255, B));
return '#' + (0x1000000 + R * 0x10000 + G * 0x100 + B).toString(16).slice(1);
}
// ============ 游戏循环 | Game Loop ============
function gameLoop() {
var now = Date.now();
var deltaTime = (now - lastTime) / 1000;
lastTime = now;
// 限制 deltaTime 防止跳帧
// Clamp deltaTime to prevent frame skip
if (deltaTime > 0.1) deltaTime = 0.1;
// FPS 计算
// FPS calculation
frameCount++;
if (frameCount >= 30) {
fps = Math.round(30 / ((now - (lastTime - deltaTime * 1000 * 30)) / 1000));
frameCount = 0;
}
// 发送物理计算到 Worker
// Send physics calculation to Worker
sendToWorker(deltaTime);
// 渲染
// Render
render();
// 下一帧
// Next frame
requestAnimationFrame(gameLoop);
}
// ============ 启动 | Start ============
initEntities();
createWorker();
// 简单的 FPS 计算变量
var fpsLastTime = Date.now();
var fpsFrameCount = 0;
// 覆盖 FPS 计算逻辑
setInterval(function() {
var now = Date.now();
fps = Math.round(fpsFrameCount * 1000 / (now - fpsLastTime));
fpsLastTime = now;
fpsFrameCount = 0;
}, 1000);
// 修改 gameLoop 中的帧计数
var originalGameLoop = gameLoop;
gameLoop = function() {
fpsFrameCount++;
var now = Date.now();
var deltaTime = (now - lastTime) / 1000;
lastTime = now;
if (deltaTime > 0.1) deltaTime = 0.1;
sendToWorker(deltaTime);
render();
requestAnimationFrame(gameLoop);
};
// 开始游戏循环
// Start game loop
console.log('Starting game loop...');
requestAnimationFrame(gameLoop);
// 触摸重置
// Touch to reset
wx.onTouchStart(function(e) {
console.log('Touch detected - resetting balls');
initEntities();
});
`;
const gameJsPath = path.join(WECHAT_PROJECT, 'game.js');
fs.writeFileSync(gameJsPath, gameJs);
console.log('Created: game.js');
// 确保 game.json 配置正确
const gameJsonPath = path.join(WECHAT_PROJECT, 'game.json');
const gameJson = {
deviceOrientation: 'portrait',
workers: 'workers'
};
fs.writeFileSync(gameJsonPath, JSON.stringify(gameJson, null, 2));
console.log('Updated: game.json');
console.log('\\nDeploy complete!');
console.log('Open WeChat DevTools and load:', WECHAT_PROJECT);