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@shed/ecs

v0.2.0

Published

mini entity component system framework

Downloads

3

Readme

@shed/ecs

:hammer: 精简高效的 Entity-Component-System 实现,为小游戏设计。

安装

npm install @shed/ecs

或使用 yarn

yarn add @shed/ecs

用法

ECS 类是整个系统核心,添加删除 Entity,添加System,取得过滤 EntityGroup 等方法都在这里。

ECS

创建 ECS

import { ECS } from "@shed/ecs";

this._ecs = new ECS();

ECS 3个字母分别代表

  • Entity
  • Component
  • System

Entity

创建 Entity使用

let e: Entity = ecs.newEntity();

添加进系统

ecs.addEntity(e);

或使用 ecs.addNewEntity()方法 一步达成

Entity 包含一系列的 Components

Component

Component 只包含数据, 没有方法,因此非常简单,它只是包含 type 属性的普通 JS Object

例如 transform 组件:

{ type: 'transform', x: 0, y: 0, width: 80, height: 80, rotation: 0 }

因此创建一个 Entity 并且添加3个 Components 只需

this._ecs.addNewEntity('redQuad',
    { type: 'myQuad' },
    { type: 'render2d', visible: true, color: { r: 1, g: 0, b: 0, a: 1 },
    { type: 'transform', x: 0, y: 0, width: 100, height: 100, rotation: 0 },
);

System

通常一个 System 就是继承 System,并实现 init()update() 等方法的类。

import { System } from "@shed/ecs";

export class MySystem extends System {

    init() {

    }

    update() {

    }
}

ecs.update()时,会依照 system 的添加顺序调用 update()方法。

Group

Group是高效的关键,通常不必在 System 里遍历 ECS系统中所有的 Entity,只需要创建需要关注Group, 然后遍历该组即可。


export class RenderSystem extends System {

    protected _group:Group;

    constructor(ecs: ECS) {
        super(ecs);
        this._group = ecs.getGroup('render', 'transform'); 
        // _group 中所有 Entity 都含有 render 与 transform 组件
    }

}

ECS 内部会使Group 内成员实时更新,保持最新。


// 关注同时包含type为 enemy,render,transform 3个 Component 的所有 Entity
this._enemies = ecs.getGroup('enemy', 'render', 'transform');

保持最新也就是说,如果组内某个Entity删除了一个component, 他将不再属于这个组。

或者某个Entity直接被ECS删除掉,他同时也会从这个组中被删掉。

并且创建过的组会被ECS内部缓存,多次取也不会造成效率问题。