* 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
278 lines
8.2 KiB
Markdown
278 lines
8.2 KiB
Markdown
<h1 align="center">
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<img src="https://raw.githubusercontent.com/esengine/esengine/master/docs/public/logo.svg" alt="ESEngine" width="180">
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<br>
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ESEngine
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</h1>
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<p align="center">
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<strong>Modular Game Framework for TypeScript</strong>
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</p>
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<p align="center">
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<a href="https://www.npmjs.com/package/@esengine/ecs-framework"><img src="https://img.shields.io/npm/v/@esengine/ecs-framework?style=flat-square&color=blue" alt="npm"></a>
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<a href="https://github.com/esengine/esengine/actions"><img src="https://img.shields.io/github/actions/workflow/status/esengine/esengine/ci.yml?branch=master&style=flat-square" alt="build"></a>
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<a href="https://github.com/esengine/esengine/blob/master/LICENSE"><img src="https://img.shields.io/badge/license-MIT-green?style=flat-square" alt="license"></a>
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<a href="https://github.com/esengine/esengine/stargazers"><img src="https://img.shields.io/github/stars/esengine/esengine?style=flat-square" alt="stars"></a>
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<img src="https://img.shields.io/badge/TypeScript-5.0+-blue?style=flat-square&logo=typescript&logoColor=white" alt="TypeScript">
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</p>
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<p align="center">
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<b>English</b> | <a href="./README_CN.md">中文</a>
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</p>
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<p align="center">
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<a href="https://esengine.cn/">Documentation</a> ·
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<a href="https://esengine.cn/api/README">API Reference</a> ·
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<a href="./examples/">Examples</a>
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</p>
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---
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## What is ESEngine?
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ESEngine is a collection of **engine-agnostic game development modules** for TypeScript. Use them with Cocos Creator, Laya, Phaser, PixiJS, or any JavaScript game engine.
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The core is a high-performance **ECS (Entity-Component-System)** framework, accompanied by optional modules for AI, networking, physics, and more.
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```bash
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npm install @esengine/ecs-framework
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```
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## Features
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| Module | Description | Engine Required |
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|--------|-------------|:---------------:|
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| **ECS Core** | Entity-Component-System framework with reactive queries | No |
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| **Behavior Tree** | AI behavior trees with visual editor support | No |
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| **Blueprint** | Visual scripting system | No |
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| **FSM** | Finite state machine | No |
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| **Timer** | Timer and cooldown systems | No |
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| **Spatial** | Spatial indexing and queries (QuadTree, Grid) | No |
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| **Pathfinding** | A* and navigation mesh pathfinding | No |
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| **Network** | Client/server networking with TSRPC | No |
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> All framework modules can be used standalone with any rendering engine.
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## Quick Start
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```typescript
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import {
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Core, Scene, Entity, Component, EntitySystem,
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Matcher, Time, ECSComponent, ECSSystem
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} from '@esengine/ecs-framework';
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// Define components (data only)
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@ECSComponent('Position')
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class Position extends Component {
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x = 0;
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y = 0;
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}
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@ECSComponent('Velocity')
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class Velocity extends Component {
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dx = 0;
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dy = 0;
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}
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// Define system (logic)
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@ECSSystem('Movement')
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class MovementSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(Position, Velocity));
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}
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protected process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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const pos = entity.getComponent(Position);
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const vel = entity.getComponent(Velocity);
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pos.x += vel.dx * Time.deltaTime;
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pos.y += vel.dy * Time.deltaTime;
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}
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}
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}
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// Initialize
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Core.create();
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const scene = new Scene();
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scene.addSystem(new MovementSystem());
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const player = scene.createEntity('Player');
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player.addComponent(new Position());
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player.addComponent(new Velocity());
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Core.setScene(scene);
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// Integrate with your game loop
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function gameLoop(currentTime: number) {
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Core.update(currentTime / 1000);
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requestAnimationFrame(gameLoop);
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}
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requestAnimationFrame(gameLoop);
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```
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## Using with Other Engines
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ESEngine's framework modules are designed to work alongside your preferred rendering engine:
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### With Cocos Creator
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```typescript
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import { Component as CCComponent, _decorator } from 'cc';
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import { Core, Scene, Matcher, EntitySystem } from '@esengine/ecs-framework';
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import { BehaviorTreeExecutionSystem } from '@esengine/behavior-tree';
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const { ccclass } = _decorator;
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@ccclass('GameManager')
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export class GameManager extends CCComponent {
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private ecsScene!: Scene;
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start() {
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Core.create();
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this.ecsScene = new Scene();
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// Add ECS systems
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this.ecsScene.addSystem(new BehaviorTreeExecutionSystem());
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this.ecsScene.addSystem(new MyGameSystem());
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Core.setScene(this.ecsScene);
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}
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update(dt: number) {
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Core.update(dt);
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}
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}
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```
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### With Laya
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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import { FSMSystem } from '@esengine/fsm';
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class Main {
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constructor() {
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Core.create();
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const scene = new Scene();
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scene.addSystem(new FSMSystem());
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Core.setScene(scene);
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Laya.timer.frameLoop(1, this, this.update);
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}
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update() {
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Core.update(Laya.timer.delta / 1000);
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}
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}
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```
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## Packages
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### Framework (Engine-Agnostic)
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These packages have **zero rendering dependencies** and work with any engine:
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```bash
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npm install @esengine/ecs-framework # Core ECS
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npm install @esengine/behavior-tree # AI behavior trees
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npm install @esengine/blueprint # Visual scripting
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npm install @esengine/fsm # State machines
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npm install @esengine/timer # Timers & cooldowns
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npm install @esengine/spatial # Spatial indexing
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npm install @esengine/pathfinding # Pathfinding
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npm install @esengine/network # Networking
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```
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### ESEngine Runtime (Optional)
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If you want a complete engine solution with rendering:
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| Category | Packages |
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|----------|----------|
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| **Core** | `engine-core`, `asset-system`, `material-system` |
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| **Rendering** | `sprite`, `tilemap`, `particle`, `camera`, `mesh-3d` |
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| **Physics** | `physics-rapier2d` |
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| **Platform** | `platform-web`, `platform-wechat` |
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### Editor (Optional)
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A visual editor built with Tauri for scene management:
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- Download from [Releases](https://github.com/esengine/esengine/releases)
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- Supports behavior tree editing, tilemap painting, visual scripting
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## Project Structure
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```
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esengine/
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├── packages/
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│ ├── framework/ # Engine-agnostic modules (NPM publishable)
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│ │ ├── core/ # ECS Framework
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│ │ ├── math/ # Math utilities
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│ │ ├── behavior-tree/ # AI behavior trees
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│ │ ├── blueprint/ # Visual scripting
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│ │ ├── fsm/ # Finite state machine
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│ │ ├── timer/ # Timer system
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│ │ ├── spatial/ # Spatial queries
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│ │ ├── pathfinding/ # Pathfinding
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│ │ ├── procgen/ # Procedural generation
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│ │ └── network/ # Networking
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│ │
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│ ├── engine/ # ESEngine runtime
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│ ├── rendering/ # Rendering modules
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│ ├── physics/ # Physics modules
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│ ├── editor/ # Visual editor
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│ └── rust/ # WASM renderer
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│
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├── docs/ # Documentation
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└── examples/ # Examples
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```
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## Building from Source
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```bash
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git clone https://github.com/esengine/esengine.git
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cd esengine
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pnpm install
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pnpm build
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# Type check framework packages
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pnpm type-check:framework
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# Run tests
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pnpm test
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```
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## Documentation
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- [ECS Framework Guide](./packages/framework/core/README.md)
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- [Behavior Tree Guide](./packages/framework/behavior-tree/README.md)
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- [API Reference](https://esengine.cn/api/README)
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## Community
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- [GitHub Issues](https://github.com/esengine/esengine/issues) - Bug reports and feature requests
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- [GitHub Discussions](https://github.com/esengine/esengine/discussions) - Questions and ideas
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- [Discord](https://discord.gg/gCAgzXFW) - Chat with the community
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## Contributing
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Contributions are welcome! Please read our contributing guidelines before submitting a pull request.
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1. Fork the repository
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2. Create a feature branch (`git checkout -b feature/amazing-feature`)
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3. Commit your changes (`git commit -m 'Add amazing feature'`)
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4. Push to the branch (`git push origin feature/amazing-feature`)
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5. Open a Pull Request
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## License
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ESEngine is licensed under the [MIT License](LICENSE). Free for personal and commercial use.
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---
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<p align="center">
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Made with care by the ESEngine community
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</p>
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