9.5 KiB
9.5 KiB
EntityManager 使用指南
本文档详细介绍 EntityManager 的使用方法和最佳实践。
目录
基础用法
创建 EntityManager
import { EntityManager, Scene } from '@esengine/ecs-framework';
// 创建场景和实体管理器
const scene = new Scene();
const entityManager = new EntityManager();
// 批量创建实体(使用Scene方法)
const enemies = scene.createEntities(50, "Enemy");
// 为实体添加组件
enemies.forEach((enemy, index) => {
enemy.addComponent(new PositionComponent(
Math.random() * 800,
Math.random() * 600
));
enemy.addComponent(new HealthComponent(100));
enemy.addComponent(new VelocityComponent(
(Math.random() - 0.5) * 100,
(Math.random() - 0.5) * 100
));
enemy.tag = 2; // 敌人标签
});
查询系统
基础查询
// 按组件类型查询
const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
// 按标签查询
const enemies = entityManager.getEntitiesByTag(2);
const players = entityManager.getEntitiesByTag(1);
// 按名称查询
const boss = entityManager.getEntityByName("BossEnemy");
// 获取所有实体
const allEntities = entityManager.getAllEntities();
流式查询 API
// 复杂查询条件
const movingEnemies = entityManager
.query()
.withAll(PositionComponent, VelocityComponent, HealthComponent)
.withTag(2) // 敌人标签
.execute();
// 查询活跃的玩家
const activePlayers = entityManager
.query()
.withAll(PositionComponent)
.withTag(1) // 玩家标签
.active() // 只查询活跃实体
.execute();
// 排除特定组件的实体
const nonCombatEntities = entityManager
.query()
.withAll(PositionComponent)
.without(WeaponComponent, HealthComponent)
.execute();
// 自定义条件查询
const nearbyEnemies = entityManager
.query()
.withAll(PositionComponent)
.withTag(2)
.where(entity => {
const pos = entity.getComponent(PositionComponent);
return pos && Math.abs(pos.x - playerX) < 100;
})
.execute();
实体管理
创建和销毁实体
// 创建单个实体
const player = entityManager.createEntity("Player");
player.addComponent(new PositionComponent(400, 300));
player.addComponent(new HealthComponent(100));
player.tag = 1;
// 销毁实体
entityManager.destroyEntity(player);
// 按名称销毁
entityManager.destroyEntity("Enemy_1");
// 按ID销毁
entityManager.destroyEntity(123);
实体查找
// 按ID查找
const entity = entityManager.getEntity(123);
// 按名称查找
const player = entityManager.getEntityByName("Player");
// 检查实体是否存在
if (entity && !entity.isDestroyed) {
// 实体有效
}
性能监控
基础统计
// 获取实体数量
console.log('总实体数:', entityManager.entityCount);
console.log('活跃实体数:', entityManager.activeEntityCount);
// 获取场景统计
const sceneStats = scene.getStats();
console.log('场景统计:', {
实体数量: sceneStats.entityCount,
系统数量: sceneStats.processorCount
});
// 获取查询系统统计
const queryStats = scene.querySystem.getStats();
console.log('查询统计:', queryStats);
最佳实践
1. 高效查询
// 好的做法:缓存查询结果
class CombatSystem extends EntitySystem {
private cachedEnemies: Entity[] = [];
private lastUpdateFrame = 0;
protected process(entities: Entity[]): void {
// 每5帧更新一次缓存
if (Time.frameCount - this.lastUpdateFrame > 5) {
this.cachedEnemies = this.entityManager
.query()
.withAll(PositionComponent, HealthComponent)
.withTag(2)
.execute();
this.lastUpdateFrame = Time.frameCount;
}
// 使用缓存的结果
this.cachedEnemies.forEach(enemy => {
// 处理敌人逻辑
});
}
}
2. 批量操作
// 好的做法:批量创建和配置
function createBulletWave(count: number): Entity[] {
// 使用Scene的批量创建
const bullets = scene.createEntities(count, "Bullet");
// 批量配置组件
bullets.forEach((bullet, index) => {
const angle = (index / count) * Math.PI * 2;
bullet.addComponent(new PositionComponent(400, 300));
bullet.addComponent(new VelocityComponent(
Math.cos(angle) * 200,
Math.sin(angle) * 200
));
bullet.addComponent(new BulletComponent());
bullet.tag = 3; // 子弹标签
});
return bullets;
}
3. 内存管理
// 好的做法:及时清理无用实体
class CleanupSystem extends EntitySystem {
protected process(entities: Entity[]): void {
// 清理超出边界的子弹
const bullets = this.entityManager.getEntitiesByTag(3);
bullets.forEach(bullet => {
const pos = bullet.getComponent(PositionComponent);
if (pos && (pos.x < -100 || pos.x > 900 || pos.y < -100 || pos.y > 700)) {
this.entityManager.destroyEntity(bullet);
}
});
// 清理死亡的敌人
const deadEnemies = this.entityManager
.query()
.withAll(HealthComponent)
.withTag(2)
.where(entity => {
const health = entity.getComponent(HealthComponent);
return health && health.currentHealth <= 0;
})
.execute();
deadEnemies.forEach(enemy => {
this.entityManager.destroyEntity(enemy);
});
}
}
4. 查询优化
// 好的做法:使用合适的查询方法
class GameSystem extends EntitySystem {
findTargetsInRange(attacker: Entity, range: number): Entity[] {
const attackerPos = attacker.getComponent(PositionComponent);
if (!attackerPos) return [];
// 先按标签快速筛选,再按距离过滤
return this.entityManager
.getEntitiesByTag(2) // 敌人标签
.filter(enemy => {
const enemyPos = enemy.getComponent(PositionComponent);
if (!enemyPos) return false;
const distance = Math.sqrt(
Math.pow(attackerPos.x - enemyPos.x, 2) +
Math.pow(attackerPos.y - enemyPos.y, 2)
);
return distance <= range;
});
}
}
完整示例
import {
EntityManager,
Scene,
Entity,
Component,
EntitySystem,
Matcher
} from '@esengine/ecs-framework';
// 组件定义
class PositionComponent extends Component {
constructor(public x: number = 0, public y: number = 0) {
super();
}
}
class HealthComponent extends Component {
constructor(
public maxHealth: number = 100,
public currentHealth: number = 100
) {
super();
}
}
// 游戏管理器
class GameManager {
private scene: Scene;
private entityManager: EntityManager;
constructor() {
this.scene = new Scene();
this.entityManager = new EntityManager();
this.setupGame();
}
private setupGame(): void {
// 创建玩家
const player = this.entityManager.createEntity("Player");
player.addComponent(new PositionComponent(400, 300));
player.addComponent(new HealthComponent(100));
player.tag = 1;
// 创建敌人
const enemies = this.scene.createEntities(10, "Enemy");
enemies.forEach(enemy => {
enemy.addComponent(new PositionComponent(
Math.random() * 800,
Math.random() * 600
));
enemy.addComponent(new HealthComponent(50));
enemy.tag = 2;
});
// 添加系统
this.scene.addEntityProcessor(new HealthSystem());
}
public update(): void {
this.scene.update();
// 输出统计信息
console.log('实体数量:', this.entityManager.entityCount);
console.log('活跃实体数:', this.entityManager.activeEntityCount);
}
}
// 生命值系统
class HealthSystem extends EntitySystem {
constructor() {
super(Matcher.empty().all(HealthComponent));
}
protected process(entities: Entity[]): void {
const healthEntities = this.scene.querySystem.queryAll(HealthComponent);
healthEntities.entities.forEach(entity => {
const health = entity.getComponent(HealthComponent);
if (health && health.currentHealth <= 0) {
console.log(`实体 ${entity.name} 死亡`);
entity.destroy();
}
});
}
}
// 启动游戏
const game = new GameManager();
setInterval(() => game.update(), 16); // 60 FPS
总结
EntityManager 提供了强大的实体管理功能:
- 创建管理:
createEntity(),destroyEntity() - 查询功能:
getEntitiesWithComponent(),getEntitiesByTag(),query() - 实体查找:
getEntity(),getEntityByName() - 统计信息:
entityCount,activeEntityCount
通过合理使用这些API,可以构建高性能的游戏系统。记住要及时清理无用实体,缓存频繁查询的结果,并使用合适的查询方法来优化性能。