Files
esengine/examples/worker-system-demo/src/GameScene.ts
2025-09-28 20:41:23 +08:00

187 lines
6.2 KiB
TypeScript

import { Scene } from '@esengine/ecs-framework';
import { PhysicsWorkerSystem, RenderSystem, LifetimeSystem } from './systems';
import { Position, Velocity, Physics, Renderable, Lifetime } from './components';
export class GameScene extends Scene {
private canvas: HTMLCanvasElement;
private physicsSystem!: PhysicsWorkerSystem;
private renderSystem!: RenderSystem;
private lifetimeSystem!: LifetimeSystem;
constructor(canvas: HTMLCanvasElement) {
super();
this.canvas = canvas;
}
override initialize(): void {
this.name = "WorkerDemoScene";
// 创建系统
this.physicsSystem = new PhysicsWorkerSystem(true); // 默认启用Worker
this.renderSystem = new RenderSystem(this.canvas);
this.lifetimeSystem = new LifetimeSystem();
// 设置系统执行顺序
this.physicsSystem.updateOrder = 1;
this.lifetimeSystem.updateOrder = 2;
this.renderSystem.updateOrder = 3;
// 添加系统到场景
this.addSystem(this.physicsSystem);
this.addSystem(this.lifetimeSystem);
this.addSystem(this.renderSystem);
}
override onStart(): void {
console.log("Worker演示场景已启动");
this.spawnInitialEntities();
}
override unload(): void {
console.log("Worker演示场景已卸载");
}
/**
* 生成初始实体
*/
public spawnInitialEntities(count: number = 1000): void {
this.clearAllEntities();
for (let i = 0; i < count; i++) {
this.createParticle();
}
}
/**
* 创建一个粒子实体
*/
public createParticle(): void {
const entity = this.createEntity(`Particle_${Date.now()}_${Math.random()}`);
// 随机位置
const x = Math.random() * (this.canvas.width - 20) + 10;
const y = Math.random() * (this.canvas.height - 20) + 10;
// 随机速度
const dx = (Math.random() - 0.5) * 200;
const dy = (Math.random() - 0.5) * 200;
const mass = Math.random() * 3 + 2;
const bounce = 0.85 + Math.random() * 0.15;
const friction = 0.998 + Math.random() * 0.002;
// 随机颜色和大小 - 增加更多颜色提高多样性
const colors = [
'#ff4444', '#44ff44', '#4444ff', '#ffff44', '#ff44ff', '#44ffff', '#ffffff',
'#ff8844', '#88ff44', '#4488ff', '#ff4488', '#88ff88', '#8888ff', '#ffaa44',
'#aaff44', '#44aaff', '#ff44aa', '#aa44ff', '#44ffaa', '#cccccc'
];
const color = colors[Math.floor(Math.random() * colors.length)];
const size = Math.random() * 6 + 3;
// 添加组件
entity.addComponent(new Position(x, y));
entity.addComponent(new Velocity(dx, dy));
entity.addComponent(new Physics(mass, bounce, friction));
entity.addComponent(new Renderable(color, size, 'circle'));
entity.addComponent(new Lifetime(5 + Math.random() * 10)); // 5-15秒生命周期
}
/**
* 生成粒子爆发效果
*/
public spawnParticleExplosion(centerX: number, centerY: number, count: number = 50): void {
for (let i = 0; i < count; i++) {
const entity = this.createEntity(`Explosion_${Date.now()}_${i}`);
// 在中心点周围随机分布
const angle = (Math.PI * 2 * i) / count + (Math.random() - 0.5) * 0.5;
const distance = Math.random() * 30;
const x = centerX + Math.cos(angle) * distance;
const y = centerY + Math.sin(angle) * distance;
// 爆炸速度
const speed = 100 + Math.random() * 150;
const dx = Math.cos(angle) * speed;
const dy = Math.sin(angle) * speed;
const mass = 0.5 + Math.random() * 1;
const bounce = 0.8 + Math.random() * 0.2;
// 亮色
const colors = ['#ffaa00', '#ff6600', '#ff0066', '#ff3300', '#ffff00'];
const color = colors[Math.floor(Math.random() * colors.length)];
const size = Math.random() * 4 + 2;
entity.addComponent(new Position(x, y));
entity.addComponent(new Velocity(dx, dy));
entity.addComponent(new Physics(mass, bounce, 0.999));
entity.addComponent(new Renderable(color, size, 'circle'));
entity.addComponent(new Lifetime(2 + Math.random() * 3)); // 短生命周期
}
}
/**
* 清空所有实体
*/
public clearAllEntities(): void {
const entities = [...this.entities.buffer]; // 复制数组避免修改原数组
for (const entity of entities) {
entity.destroy();
}
}
/**
* 切换Worker启用状态
*/
public toggleWorker(): boolean {
const workerInfo = this.physicsSystem.getWorkerInfo();
const newWorkerEnabled = !workerInfo.enabled;
// 重新创建物理系统
this.removeSystem(this.physicsSystem);
this.physicsSystem = new PhysicsWorkerSystem(newWorkerEnabled);
this.physicsSystem.updateOrder = 1;
this.addSystem(this.physicsSystem);
return newWorkerEnabled;
}
/**
* 更新Worker配置
*/
public updateWorkerConfig(config: { gravity?: number; friction?: number }): void {
if (config.gravity !== undefined || config.friction !== undefined) {
const physicsConfig = this.physicsSystem.getPhysicsConfig();
this.physicsSystem.updatePhysicsConfig({
gravity: config.gravity ?? physicsConfig.gravity,
groundFriction: config.friction ?? physicsConfig.groundFriction
});
}
}
/**
* 切换 SharedArrayBuffer 状态
*/
public toggleSharedArrayBuffer(): void {
this.physicsSystem.disableSharedArrayBuffer();
}
/**
* 获取物理系统状态
*/
public getPhysicsSystemStatus() {
return this.physicsSystem.getCurrentStatus();
}
/**
* 获取系统信息
*/
public getSystemInfo() {
return {
physics: this.physicsSystem.getWorkerInfo(),
entityCount: this.entities.count,
physicsConfig: this.physicsSystem.getPhysicsConfig()
};
}
}