YHH a716d8006c fix(build): 修复 Web 构建组件注册和用户脚本打包问题 (#302)
* refactor(build): 重构 Web 构建管线,支持配置驱动的 Import Maps

- 重构 WebBuildPipeline 支持 split-bundles 和 single-bundle 两种构建模式
- 使用 module.json 的 isCore 字段识别核心模块,消除硬编码列表
- 动态生成 Import Map,从模块清单的 name 字段获取包名映射
- 动态扫描 module.json 文件,不再依赖固定模块列表
- 添加 HTTP 服务器启动脚本 (start-server.bat/sh) 支持 ESM 模块
- 更新 BuildSettingsPanel UI 支持新的构建模式选项
- 添加多语言支持 (zh/en/es)

* fix(build): 修复 Web 构建组件注册和用户脚本打包问题

主要修复:
- 修复组件反序列化时找不到类型的问题
- @ECSComponent 装饰器现在自动注册到 ComponentRegistry
- 添加未使用装饰器的组件警告
- 构建管线自动扫描用户脚本(无需入口文件)

架构改进:
- 解决 Decorators ↔ ComponentRegistry 循环依赖
- 新建 ComponentTypeUtils.ts 作为底层无依赖模块
- 移除冗余的防御性 register 调用
- 统一 ComponentType 定义位置

* refactor(build): 统一 WASM 配置架构,移除硬编码

- 新增 wasmConfig 统一配置替代 wasmPaths/wasmBindings
- wasmConfig.files 支持多候选源路径和明确目标路径
- wasmConfig.runtimePath 指定运行时加载路径
- 重构 _copyWasmFiles 使用统一配置
- HTML 生成使用配置中的 runtimePath
- 移除 physics-rapier2d 的冗余 WASM 配置(由 rapier2d 负责)
- IBuildFileSystem 新增 deleteFile 方法

* feat(build): 单文件构建模式完善和场景配置驱动

## 主要改动

### 单文件构建(single-file mode)
- 修复 WASM 初始化问题,支持 initSync 同步初始化
- 配置驱动的 WASM 识别,通过 wasmConfig.isEngineCore 标识核心引擎模块
- 从 wasmConfig.files 动态获取 JS 绑定路径,消除硬编码

### 场景配置
- 构建验证:必须选择至少一个场景才能构建
- 自动扫描:项目加载时扫描 scenes 目录
- 抽取 _filterScenesByWhitelist 公共方法统一过滤逻辑

### 构建面板优化
- availableScenes prop 传递场景列表
- 场景复选框可点击切换启用状态
- 移除动态 import,使用 prop 传入数据

* chore(build): 补充构建相关的辅助改动

- 添加 BuildFileSystemService 的 listFilesByExtension 优化
- 更新 module.json 添加 externalDependencies 配置
- BrowserRuntime 支持 wasmModule 参数传递
- GameRuntime 添加 loadSceneFromData 方法
- Rust 构建命令更新
- 国际化文案更新

* feat(build): 持久化构建设置到项目配置

## 设计架构

### ProjectService 扩展
- 新增 BuildSettingsConfig 接口定义构建配置字段
- ProjectConfig 添加 buildSettings 字段
- 新增 getBuildSettings / updateBuildSettings 方法

### BuildSettingsPanel
- 组件挂载时从 projectService 加载已保存配置
- 设置变化时自动保存(500ms 防抖)
- 场景选择状态与项目配置同步

### 配置保存位置
保存在项目的 ecs-editor.config.json 中:
- scenes: 选中的场景列表
- buildMode: 构建模式
- companyName/productName/version: 产品信息
- developmentBuild/sourceMap: 构建选项

* fix(editor): Ctrl+S 仅在主编辑区域触发保存场景

- 模态窗口打开时跳过(构建设置、设置、关于等)
- 焦点在 input/textarea/contenteditable 时跳过

* fix(tests): 修复 ECS 测试中 Component 注册问题

- 为所有测试 Component 类添加 @ECSComponent 装饰器
- 移除 beforeEach 中的 ComponentRegistry.reset() 调用
- 将内联 Component 类移到文件顶层以支持装饰器
- 更新测试预期值匹配新的组件类型名称
- 添加缺失的 HierarchyComponent 导入

所有 1388 个测试现已通过。
2025-12-10 18:23:29 +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%