14 KiB
14 KiB
快速入门
本指南将帮助您快速上手 ECS Framework,这是一个专业级的实体组件系统框架,采用现代化架构设计,专为高性能游戏开发打造。
安装
npm install @esengine/ecs-framework
更新机制说明
ECS框架需要在游戏引擎的更新循环中调用,并传入deltaTime:
// 统一的更新方式:让外部引擎传入deltaTime
Core.update(deltaTime);
不同引擎的集成方式:
- Laya引擎:使用
Laya.timer.delta / 1000 - Cocos Creator:使用组件的
update(deltaTime)参数 - Unity:使用
Time.deltaTime - 原生浏览器:自己计算deltaTime
- Node.js服务器:自己计算deltaTime
优势:
- 与引擎时间系统完全同步
- 支持引擎的时间缩放和暂停功能
- 更精确的时间控制
- 统一的API,简化集成
平台集成
Laya引擎
import { Scene as LayaScene } from "laya/display/Scene";
import { Core, Scene as ECSScene, EntityManager, EntitySystem } from '@esengine/ecs-framework';
class LayaECSGame extends LayaScene {
private ecsScene: ECSScene;
private entityManager: EntityManager;
constructor() {
super();
// 初始化ECS框架
Core.create(true);
this.ecsScene = new ECSScene();
this.ecsScene.name = "LayaGameScene";
Core.scene = this.ecsScene;
this.entityManager = new EntityManager();
this.setupSystems();
}
onAwake(): void {
super.onAwake();
// 使用Laya的帧循环更新ECS
Laya.timer.frameLoop(1, this, this.updateECS);
}
onDestroy(): void {
Laya.timer.clear(this, this.updateECS);
super.onDestroy();
}
private updateECS(): void {
// 使用Laya的deltaTime更新ECS
const deltaTime = Laya.timer.delta / 1000; // 转换为秒
Core.update(deltaTime);
}
private setupSystems(): void {
this.ecsScene.addEntityProcessor(new LayaRenderSystem(this));
this.ecsScene.addEntityProcessor(new MovementSystem());
}
}
// Laya渲染系统
class LayaRenderSystem extends EntitySystem {
private layaScene: LayaScene;
constructor(layaScene: LayaScene) {
super(Matcher.empty().all(PositionComponent, SpriteComponent));
this.layaScene = layaScene;
}
protected process(entities: Entity[]): void {
entities.forEach(entity => {
const pos = entity.getComponent(PositionComponent);
const sprite = entity.getComponent(SpriteComponent);
if (pos && sprite && sprite.layaSprite) {
sprite.layaSprite.x = pos.x;
sprite.layaSprite.y = pos.y;
}
});
}
}
// 使用方法
Laya.Scene.open("GameScene.scene", false, null, null, LayaECSGame);
Cocos Creator
import { Component as CocosComponent, _decorator } from 'cc';
import { Core, Scene as ECSScene, EntityManager, EntitySystem } from '@esengine/ecs-framework';
const { ccclass, property } = _decorator;
@ccclass('ECSGameManager')
export class ECSGameManager extends CocosComponent {
private ecsScene: ECSScene;
private entityManager: EntityManager;
start() {
// 初始化ECS框架
Core.create(true);
this.ecsScene = new ECSScene();
this.ecsScene.name = "CocosGameScene";
Core.scene = this.ecsScene;
this.entityManager = new EntityManager();
this.setupSystems();
}
update(deltaTime: number) {
// 使用Cocos Creator的deltaTime更新ECS
Core.update(deltaTime);
}
onDestroy() {
if (this.ecsScene) {
this.ecsScene.onDestroy();
}
}
private setupSystems(): void {
this.ecsScene.addEntityProcessor(new CocosRenderSystem(this.node));
this.ecsScene.addEntityProcessor(new MovementSystem());
}
public getEntityManager(): EntityManager {
return this.entityManager;
}
}
// Cocos渲染系统
class CocosRenderSystem extends EntitySystem {
private rootNode: Node;
constructor(rootNode: Node) {
super(Matcher.empty().all(PositionComponent, SpriteComponent));
this.rootNode = rootNode;
}
protected process(entities: Entity[]): void {
entities.forEach(entity => {
const pos = entity.getComponent(PositionComponent);
const sprite = entity.getComponent(SpriteComponent);
if (pos && sprite && sprite.cocosNode) {
sprite.cocosNode.setPosition(pos.x, pos.y);
}
});
}
}
// 将ECSGameManager脚本挂载到场景根节点
Node.js后端
import { Core, Scene, EntityManager, EntitySystem, Time } from '@esengine/ecs-framework';
class ServerGameManager {
private scene: Scene;
private entityManager: EntityManager;
private isRunning: boolean = false;
private tickRate: number = 60; // 60 TPS
private lastUpdate: number = Date.now();
constructor() {
Core.create(true);
this.scene = new Scene();
this.scene.name = "ServerScene";
Core.scene = this.scene;
this.entityManager = new EntityManager();
this.setupSystems();
}
public start(): void {
this.isRunning = true;
console.log(`游戏服务器启动,TPS: ${this.tickRate}`);
this.gameLoop();
}
public stop(): void {
this.isRunning = false;
}
private gameLoop(): void {
if (!this.isRunning) return;
const now = Date.now();
const deltaTime = (now - this.lastUpdate) / 1000;
this.lastUpdate = now;
// 使用计算出的deltaTime更新ECS
Core.update(deltaTime);
const frameTime = 1000 / this.tickRate;
const processingTime = Date.now() - now;
const delay = Math.max(0, frameTime - processingTime);
setTimeout(() => this.gameLoop(), delay);
}
private setupSystems(): void {
this.scene.addEntityProcessor(new ServerMovementSystem());
this.scene.addEntityProcessor(new NetworkSyncSystem());
this.scene.addEntityProcessor(new AISystem());
}
public handlePlayerInput(playerId: string, input: any): void {
const playerEntity = this.findPlayerEntity(playerId);
if (playerEntity) {
const inputComp = playerEntity.getComponent(InputComponent);
if (inputComp) {
inputComp.updateInput(input);
}
}
}
public getWorldState(): any {
const entities = this.entityManager
.query()
.withAll(PositionComponent, NetworkComponent)
.execute();
return entities.map(entity => ({
id: entity.id,
position: entity.getComponent(PositionComponent),
}));
}
private findPlayerEntity(playerId: string): Entity | null {
const players = this.entityManager
.query()
.withAll(PlayerComponent)
.execute();
return players.find(player =>
player.getComponent(PlayerComponent).playerId === playerId
) || null;
}
}
// 启动服务器
const server = new ServerGameManager();
server.start();
原生浏览器
import { Core, Scene, EntityManager, EntitySystem } from '@esengine/ecs-framework';
class BrowserGame {
private scene: Scene;
private entityManager: EntityManager;
constructor() {
Core.create(true);
this.scene = new Scene();
this.scene.name = "BrowserScene";
Core.scene = this.scene;
this.entityManager = new EntityManager();
this.setupSystems();
}
public start(): void {
this.createEntities();
this.gameLoop();
}
private gameLoop(): void {
let lastTime = 0;
const update = (currentTime: number) => {
// 计算deltaTime并更新ECS(原生浏览器环境)
const deltaTime = lastTime > 0 ? (currentTime - lastTime) / 1000 : 0.016;
lastTime = currentTime;
Core.update(deltaTime);
requestAnimationFrame(update);
};
requestAnimationFrame(update);
}
private setupSystems(): void {
this.scene.addEntityProcessor(new MovementSystem());
this.scene.addEntityProcessor(new RenderSystem());
}
private createEntities(): void {
const player = this.entityManager.createEntity("Player");
player.addComponent(new PositionComponent(400, 300));
player.addComponent(new VelocityComponent(0, 0));
}
}
const game = new BrowserGame();
game.start();
基础组件定义
import { Component } from '@esengine/ecs-framework';
// 位置组件
class PositionComponent extends Component {
public x: number = 0;
public y: number = 0;
constructor(x: number = 0, y: number = 0) {
super();
this.x = x;
this.y = y;
}
public reset() {
this.x = 0;
this.y = 0;
}
}
// 速度组件
class VelocityComponent extends Component {
public x: number = 0;
public y: number = 0;
constructor(x: number = 0, y: number = 0) {
super();
this.x = x;
this.y = y;
}
public reset() {
this.x = 0;
this.y = 0;
}
}
// 生命值组件
class HealthComponent extends Component {
public maxHealth: number = 100;
public currentHealth: number = 100;
constructor(maxHealth: number = 100) {
super();
this.maxHealth = maxHealth;
this.currentHealth = maxHealth;
}
public reset() {
this.maxHealth = 100;
this.currentHealth = 100;
}
public takeDamage(damage: number): void {
this.currentHealth = Math.max(0, this.currentHealth - damage);
}
public heal(amount: number): void {
this.currentHealth = Math.min(this.maxHealth, this.currentHealth + amount);
}
public isDead(): boolean {
return this.currentHealth <= 0;
}
}
基础系统创建
import { EntitySystem, Entity, Matcher, Time } from '@esengine/ecs-framework';
class MovementSystem extends EntitySystem {
constructor() {
super(Matcher.empty().all(PositionComponent, VelocityComponent));
}
protected process(entities: Entity[]): void {
const movingEntities = this.scene.querySystem.queryAll(PositionComponent, VelocityComponent);
movingEntities.entities.forEach(entity => {
const position = entity.getComponent(PositionComponent);
const velocity = entity.getComponent(VelocityComponent);
if (position && velocity) {
position.x += velocity.x * Time.deltaTime;
position.y += velocity.y * Time.deltaTime;
}
});
}
}
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) {
entity.destroy();
}
});
}
}
实体管理
// 创建实体
const player = entityManager.createEntity("Player");
player.addComponent(new PositionComponent(100, 100));
player.addComponent(new VelocityComponent(5, 0));
player.addComponent(new HealthComponent(100));
// 批量创建实体
const enemies = scene.createEntities(50, "Enemy");
enemies.forEach(enemy => {
enemy.addComponent(new PositionComponent(Math.random() * 800, Math.random() * 600));
enemy.addComponent(new HealthComponent(50));
});
// 查询实体
const movingEntities = entityManager
.query()
.withAll(PositionComponent, VelocityComponent)
.execute();
const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
const enemiesByTag = entityManager.getEntitiesByTag(2);
事件系统
推荐使用Scene的事件系统或EntityManager的事件系统:
// 使用EntityManager的事件系统(推荐)
const eventBus = entityManager.eventBus;
// 监听ECS事件
eventBus.onEntityCreated((data) => {
console.log(`实体创建: ${data.entityName}`);
});
eventBus.onComponentAdded((data) => {
console.log(`组件添加: ${data.componentType}`);
});
// 发射自定义事件
eventBus.emit('player:died', { player: entity, score: 1000 });
// 使用装饰器自动注册事件监听器
import { EventHandler } from '@esengine/ecs-framework';
class GameSystem {
@EventHandler('player:died')
onPlayerDied(data: { player: Entity; score: number }) {
console.log(`玩家死亡,得分: ${data.score}`);
}
}
性能监控
// 获取场景统计
const sceneStats = scene.getStats();
console.log('实体数量:', sceneStats.entityCount);
console.log('系统数量:', sceneStats.processorCount);
// 获取查询统计
const queryStats = scene.querySystem.getStats();
console.log('查询统计:', queryStats);
下一步
- EntityManager 使用指南 - 详细了解实体管理器的高级功能
- 性能优化指南 - 深入了解三大性能优化系统
- 核心概念 - 深入了解 ECS 架构和设计原理
- 查询系统使用指南 - 学习高性能查询系统的详细用法