* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
4.6 KiB
4.6 KiB
@esengine/ecs-framework
High-performance ECS Framework for JavaScript Game Engines
English | 中文
Overview
A standalone, zero-dependency ECS (Entity-Component-System) framework designed for use with any JavaScript game engine:
- Cocos Creator
- Laya
- Egret
- Phaser
- Or your own engine
This package is the core of ESEngine, but can be used completely independently.
Installation
npm / pnpm / yarn
npm install @esengine/ecs-framework
Clone Source Code Only
If you only want the ECS framework source code (not the full ESEngine):
# Step 1: Clone repo skeleton without downloading files (requires Git 2.25+)
git clone --filter=blob:none --sparse https://github.com/esengine/esengine.git
# Step 2: Enter directory
cd esengine
# Step 3: Specify which folder to checkout
git sparse-checkout set packages/core
# Now you only have packages/core/ - other folders are not downloaded
Quick Start
import {
Core, Scene, Entity, Component, EntitySystem,
Matcher, Time, ECSComponent, ECSSystem
} from '@esengine/ecs-framework';
// Define components (pure data)
@ECSComponent('Position')
class Position extends Component {
x = 0;
y = 0;
}
@ECSComponent('Velocity')
class Velocity extends Component {
dx = 0;
dy = 0;
}
// Define system (logic)
@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;
}
}
}
// Initialize
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 (integrate with your engine's loop)
function update(dt: number) {
Core.update(dt);
}
Integration Examples
With Cocos Creator
import { _decorator, Component as CCComponent } from 'cc';
import { Core, Scene } from '@esengine/ecs-framework';
const { ccclass } = _decorator;
@ccclass('GameManager')
export class GameManager extends CCComponent {
private scene: Scene;
onLoad() {
Core.create();
this.scene = new Scene();
// Register your systems...
Core.setScene(this.scene);
}
update(dt: number) {
Core.update(dt);
}
}
With Laya
import { Core, Scene } from '@esengine/ecs-framework';
export class Main {
private scene: Scene;
constructor() {
Core.create();
this.scene = new Scene();
Core.setScene(this.scene);
Laya.timer.frameLoop(1, this, this.onUpdate);
}
onUpdate() {
Core.update(Laya.timer.delta / 1000);
}
}
Features
| Feature | Description |
|---|---|
| Zero Dependencies | No external runtime dependencies |
| Type-Safe Queries | Fluent API with full TypeScript support |
| Change Detection | Epoch-based dirty tracking for optimization |
| Serialization | Built-in scene serialization and snapshots |
| Service Container | Dependency injection for systems |
| Performance Monitoring | Built-in profiling tools |
Documentation
License
MIT License - Use freely in commercial and open source projects.
Part of ESEngine · Can be used standalone