YHH ed8f6e283b feat: 纹理路径稳定 ID 与架构改进 (#305)
* feat(asset-system): 实现路径稳定 ID 生成器

使用 FNV-1a hash 算法为纹理生成稳定的运行时 ID:
- 新增 _pathIdCache 静态缓存,跨 Play/Stop 循环保持稳定
- 新增 getStableIdForPath() 方法,相同路径永远返回相同 ID
- 修改 loadTextureForComponent/loadTextureByGuid 使用稳定 ID
- clearTextureMappings() 不再清除 _pathIdCache

这解决了 Play/Stop 后纹理 ID 失效的根本问题。

* fix(runtime-core): 移除 Play/Stop 循环中的 clearTextureMappings 调用

使用路径稳定 ID 后,不再需要在快照保存/恢复时清除纹理缓存:
- saveSceneSnapshot() 移除 clearTextureMappings() 调用
- restoreSceneSnapshot() 移除 clearTextureMappings() 调用
- 组件保存的 textureId 在 Play/Stop 后仍然有效

* fix(editor-core): 修复场景切换时的资源泄漏

在 openScene() 加载新场景前先卸载旧场景资源:
- 调用 sceneResourceManager.unloadSceneResources() 释放旧资源
- 使用引用计数机制,仅卸载不再被引用的资源
- 路径稳定 ID 缓存不受影响,保持 ID 稳定性

* fix(runtime-core): 修复 PluginManager 组件注册类型错误

将 ComponentRegistry 类改为 GlobalComponentRegistry 实例:
- registerComponents() 期望 IComponentRegistry 接口实例
- GlobalComponentRegistry 是 ComponentRegistry 的全局实例

* refactor(core): 提取 IComponentRegistry 接口

将组件注册表抽象为接口,支持场景级组件注册:
- 新增 IComponentRegistry 接口定义
- Scene 持有独立的 componentRegistry 实例
- 支持从 GlobalComponentRegistry 克隆
- 各系统支持传入自定义注册表

* refactor(engine-core): 改进插件服务注册机制

- 更新 IComponentRegistry 类型引用
- 优化 PluginServiceRegistry 服务管理

* refactor(modules): 适配新的组件注册接口

更新各模块 RuntimeModule 使用 IComponentRegistry 接口:
- audio, behavior-tree, camera
- sprite, tilemap, world-streaming

* fix(physics-rapier2d): 修复物理插件组件注册

- PhysicsEditorPlugin 添加 runtimeModule 引用
- 适配 IComponentRegistry 接口
- 修复物理组件在场景加载时未注册的问题

* feat(editor-core): 添加 UserCodeService 就绪信号机制

- 新增 waitForReady()/signalReady() API
- 支持等待用户脚本编译完成
- 解决场景加载时组件未注册的时序问题

* fix(editor-app): 在编译完成后调用 signalReady()

确保用户脚本编译完成后发出就绪信号:
- 编译成功后调用 userCodeService.signalReady()
- 编译失败也要发出信号,避免阻塞场景加载

* feat(editor-core): 改进编辑器核心服务

- EntityStoreService 添加调试日志
- AssetRegistryService 优化资产注册
- PluginManager 改进插件管理
- IFileAPI 添加 getFileMtime 接口

* feat(engine): 改进 Rust 纹理管理器

- 支持任意 ID 的纹理加载(非递增)
- 添加纹理状态追踪 API
- 优化纹理缓存清理机制
- 更新 TypeScript 绑定

* feat(ui): 添加场景切换和文本闪烁组件

新增组件:
- SceneLoadTriggerComponent: 场景切换触发器
- TextBlinkComponent: 文本闪烁效果

新增系统:
- SceneLoadTriggerSystem: 处理场景切换逻辑
- TextBlinkSystem: 处理文本闪烁动画

其他改进:
- UIRuntimeModule 适配新组件注册接口
- UI 渲染系统优化

* feat(editor-app): 添加外部文件修改检测

- 新增 ExternalModificationDialog 组件
- TauriFileAPI 支持 getFileMtime
- 场景文件被外部修改时提示用户

* feat(editor-app): 添加渲染调试面板

- 新增 RenderDebugService 和调试面板 UI
- App/ContentBrowser 添加调试日志
- TitleBar/Viewport 优化
- DialogManager 改进

* refactor(editor-app): 编辑器服务和组件优化

- EngineService 改进引擎集成
- EditorEngineSync 同步优化
- AssetFileInspector 改进
- VectorFieldEditors 优化
- InstantiatePrefabCommand 改进

* feat(i18n): 更新国际化翻译

- 添加新功能相关翻译
- 更新中文、英文、西班牙文

* feat(tauri): 添加文件修改时间查询命令

- 新增 get_file_mtime 命令
- 支持检测文件外部修改

* refactor(particle): 粒子系统改进

- 适配新的组件注册接口
- ParticleSystem 优化
- 添加单元测试

* refactor(platform): 平台适配层优化

- BrowserRuntime 改进
- 新增 RuntimeSceneManager 服务
- 导出优化

* refactor(asset-system-editor): 资产元数据改进

- AssetMetaFile 优化
- 导出调整

* fix(asset-system): 移除未使用的 TextureLoader 导入

* fix(tests): 更新测试以使用 GlobalComponentRegistry 实例

修复多个测试文件以适配 ComponentRegistry 从静态类变为实例类的变更:
- ComponentStorage.test.ts: 使用 GlobalComponentRegistry.reset()
- EntitySerializer.test.ts: 使用 GlobalComponentRegistry 实例
- IncrementalSerialization.test.ts: 使用 GlobalComponentRegistry 实例
- SceneSerializer.test.ts: 使用 GlobalComponentRegistry 实例
- ComponentRegistry.extended.test.ts: 使用 GlobalComponentRegistry,同时注册到 scene.componentRegistry
- SystemTypes.test.ts: 在 Scene 创建前注册组件
- QuerySystem.test.ts: mockScene 添加 componentRegistry
2025-12-16 12:46:14 +08:00
2023-03-14 17:33:05 +08:00
2020-12-09 02:56:09 +00:00
2025-10-27 09:29:11 +08:00

ESEngine
ESEngine

Cross-platform 2D Game Engine

npm build license stars TypeScript

English | 中文

Documentation · API Reference · Download Editor · Examples


Overview

ESEngine is a cross-platform 2D game engine built from the ground up with modern web technologies. It provides a comprehensive toolset that enables developers to focus on creating games rather than building infrastructure.

Export your games to multiple platforms including web browsers, WeChat Mini Games, and other mini-game platforms from a single codebase.

Key Features

Feature Description
ECS Architecture Data-driven Entity-Component-System pattern for flexible and cache-friendly game logic
High-Performance Rendering Rust/WebAssembly 2D renderer with automatic sprite batching and WebGL 2.0 backend
Visual Editor Cross-platform desktop editor built with Tauri for scene management and asset workflows
Modular Design Import only what you need - each feature is a standalone package
Multi-Platform Export Deploy to Web, WeChat Mini Games, and more from one codebase
Physics Integration 2D physics powered by Rapier with editor visualization
Visual Scripting Behavior trees and blueprint system for designers

Tech Stack

  • Runtime: TypeScript, Rust, WebAssembly
  • Renderer: WebGL 2.0, WGPU (planned)
  • Editor: Tauri, React, Zustand
  • Physics: Rapier2D
  • Build: pnpm, Turborepo, Rollup

License

ESEngine is free and open source under the MIT License. No royalties, no strings attached.

Installation

npm

npm install @esengine/ecs-framework

Editor

Download pre-built binaries from the Releases page (Windows, 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;
        }
    }
}

// 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
function gameLoop(currentTime: number) {
    Core.update(currentTime / 1000);
    requestAnimationFrame(gameLoop);
}
requestAnimationFrame(gameLoop);

Packages

ESEngine is organized as a monorepo with modular packages.

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

Package Description
@esengine/sprite 2D sprite rendering and animation
@esengine/tilemap Tile-based map rendering
@esengine/physics-rapier2d 2D physics simulation (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
@esengine/physics-rapier2d-editor Physics collider visualization
@esengine/behavior-tree-editor Visual behavior tree editor
@esengine/blueprint-editor Visual scripting editor
@esengine/material-editor Material editor

Platform

Package Description
@esengine/platform-common Platform abstraction interfaces
@esengine/platform-web Web browser runtime
@esengine/platform-wechat WeChat Mini Game runtime

Editor

The ESEngine Editor is a cross-platform desktop application built with Tauri and React.

Features

  • Scene hierarchy and entity management
  • Component inspector with custom property editors
  • Asset browser with drag-and-drop
  • Tilemap editor with paint and fill tools
  • Behavior tree visual editor
  • Blueprint visual scripting
  • Material and shader editing
  • Built-in performance profiler
  • Localization (English, Chinese)

Screenshot

ESEngine Editor

Platform Support

Platform Runtime Editor
Web Browser -
Windows -
macOS -
WeChat Mini Game In Progress -
Playable Ads Planned -
Android Planned -
iOS Planned -

Building from Source

Prerequisites

  • Node.js 18+
  • pnpm 10+
  • Rust toolchain (for WASM renderer)
  • wasm-pack

Setup

git clone https://github.com/esengine/esengine.git
cd esengine

pnpm install
pnpm build

# Optional: Build WASM renderer
pnpm build:wasm

Run 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 (git checkout -b feature/amazing-feature)
  3. Commit your changes (git commit -m 'Add amazing feature')
  4. Push to the branch (git push origin feature/amazing-feature)
  5. Open a Pull Request

License

ESEngine is licensed under the MIT License.


Made with ❤️ by the ESEngine team

Languages
TypeScript 89.7%
Rust 4.7%
CSS 4.4%
JavaScript 0.9%
HTML 0.3%