@codehz/ecs 0.0.0

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package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2025 codehz
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md ADDED
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+ # @codehz/ecs
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+
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+ 一个高性能的Entity Component System (ECS) 库,使用 TypeScript 和 Bun 运行时构建。
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+
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+ ## 特性
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+
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+ - 🚀 高性能:基于原型的组件存储和高效的查询系统
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+ - 🔧 类型安全:完整的 TypeScript 支持
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+ - 🏗️ 模块化:清晰的架构,支持自定义系统和组件
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+ - 📦 轻量级:零依赖,易于集成
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+
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+ ## 安装
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+
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+ ```bash
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+ bun install
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+ ```
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+
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+ ## 用法
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+
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+ ### 基本示例
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+
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+ ```typescript
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+ import { World } from "@codehz/ecs";
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+ import { createComponentId } from "@codehz/ecs";
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+
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+ // 定义组件类型
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+ type Position = { x: number; y: number };
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+ type Velocity = { x: number; y: number };
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+
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+ // 定义组件ID
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+ const PositionId = createComponentId<Position>(1);
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+ const VelocityId = createComponentId<Velocity>(2);
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+
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+ // 创建世界
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+ const world = new World();
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+
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+ // 创建实体
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+ const entity = world.createEntity();
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+ world.addComponent(entity, PositionId, { x: 0, y: 0 });
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+ world.addComponent(entity, VelocityId, { x: 1, y: 0.5 });
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+
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+ // 应用更改
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+ world.flushCommands();
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+
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+ // 创建查询并更新
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+ const query = world.createQuery([PositionId, VelocityId]);
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+ query.forEach([PositionId, VelocityId], (entity, position, velocity) => {
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+ position.x += velocity.x * deltaTime;
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+ position.y += velocity.y * deltaTime;
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+ });
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+ ```
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+
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+ ### 运行示例
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+
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+ ```bash
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+ bun run examples/simple/demo.ts
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+ ```
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+
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+ ## API 概述
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+
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+ ### World
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+
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+ - `createEntity()`: 创建新实体
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+ - `addComponent(entity, componentId, data)`: 向实体添加组件
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+ - `removeComponent(entity, componentId)`: 从实体移除组件
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+ - `createQuery(componentIds)`: 创建查询
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+ - `registerSystem(system)`: 注册系统
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+ - `update(deltaTime)`: 更新世界
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+ - `flushCommands()`: 应用命令缓冲区
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+
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+ ### Entity
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+
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+ - `createComponentId<T>(id)`: 创建类型安全的组件ID
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+
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+ ### Query
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+
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+ - `forEach(componentIds, callback)`: 遍历匹配的实体
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+
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+ ### System
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+
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+ 实现 `System` 接口来创建自定义系统:
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+
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+ ```typescript
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+ class MySystem implements System {
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+ update(world: World, deltaTime: number): void {
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+ // 系统逻辑
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+ }
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+ }
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+ ```
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+
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+ ## 开发
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+
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+ ### 运行测试
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+
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+ ```bash
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+ bun test
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+ ```
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+
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+ ### 类型检查
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+
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+ ```bash
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+ bunx tsc --noEmit
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+ ```
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+
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+ ## 项目结构
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+
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+ ```
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+ src/
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+ ├── index.ts # 入口文件
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+ ├── entity.ts # 实体和组件管理
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+ ├── world.ts # 世界管理
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+ ├── archetype.ts # 原型系统
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+ ├── query.ts # 查询系统
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+ ├── system.ts # 系统接口
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+ ├── command-buffer.ts # 命令缓冲区
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+ ├── types.ts # 类型定义
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+ └── utils.ts # 工具函数
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+
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+ examples/
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+ └── simple/
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+ ├── demo.ts # 基本示例
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+ └── README.md # 示例说明
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+ ```
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+
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+ ## 许可证
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+
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+ MIT
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+
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+ ## 贡献
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+
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+ 欢迎提交 Issue 和 Pull Request!
package/archetype.d.ts ADDED
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+ import type { EntityId } from "./entity";
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+ import type { ComponentTuple } from "./types";
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+ /**
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+ * Archetype class for ECS architecture
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+ * Represents a group of entities that share the same set of components
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+ * Optimized for fast iteration and component access
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+ */
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+ export declare class Archetype {
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+ /**
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+ * The component types that define this archetype
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+ */
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+ readonly componentTypes: EntityId<any>[];
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+ /**
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+ * List of entities in this archetype
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+ */
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+ private entities;
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+ /**
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+ * Component data storage - maps component type to array of component data
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+ * Each array index corresponds to the entity index in the entities array
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+ */
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+ private componentData;
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+ /**
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+ * Reverse mapping from entity to its index in this archetype
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+ */
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+ private entityToIndex;
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+ /**
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+ * Cache for pre-computed component data sources to avoid repeated calculations
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+ * For regular components: data array
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+ * For wildcards: matching relation types array
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+ */
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+ private componentDataSourcesCache;
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+ /**
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+ * Create a new archetype with the specified component types
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+ * @param componentTypes The component types that define this archetype
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+ */
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+ constructor(componentTypes: EntityId<any>[]);
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+ /**
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+ * Get the number of entities in this archetype
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+ */
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+ get size(): number;
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+ /**
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+ * Check if this archetype matches the given component types
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+ * @param componentTypes The component types to check
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+ */
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+ matches(componentTypes: EntityId<any>[]): boolean;
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+ /**
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+ * Add an entity to this archetype with initial component data
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+ * @param entityId The entity to add
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+ * @param componentData Map of component type to component data
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+ */
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+ addEntity(entityId: EntityId, componentData: Map<EntityId<any>, any>): void;
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+ /**
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+ * Remove an entity from this archetype
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+ * @param entityId The entity to remove
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+ * @returns The component data of the removed entity
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+ */
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+ removeEntity(entityId: EntityId): Map<EntityId<any>, any> | undefined;
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+ /**
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+ * Check if an entity is in this archetype
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+ * @param entityId The entity to check
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+ */
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+ hasEntity(entityId: EntityId): boolean;
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+ /**
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+ * Get component data for a specific entity and component type
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+ * @param entityId The entity
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+ * @param componentType The component type
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+ */
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+ getComponent<T>(entityId: EntityId, componentType: EntityId<T>): T | undefined;
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+ /**
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+ * Set component data for a specific entity and component type
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+ * @param entityId The entity
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+ * @param componentType The component type
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+ * @param data The component data
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+ */
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+ setComponent<T>(entityId: EntityId, componentType: EntityId<T>, data: T): void;
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+ /**
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+ * Get all entities in this archetype
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+ */
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+ getEntities(): EntityId[];
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+ /**
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+ * Get component data for all entities of a specific component type
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+ * @param componentType The component type
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+ */
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+ getComponentData<T>(componentType: EntityId<T>): T[];
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+ /**
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+ * Get entities with their component data for specified component types
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+ * Optimized for bulk component access with pre-computed indices
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+ * @param componentTypes Array of component types to retrieve
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+ * @returns Array of objects with entity and component data
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+ */
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+ getEntitiesWithComponents<const T extends readonly EntityId<any>[]>(componentTypes: T): Array<{
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+ entity: EntityId;
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+ components: ComponentTuple<T>;
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+ }>;
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+ /**
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+ * Iterate over entities with their component data for specified component types
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+ * Optimized for bulk component access
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+ * @param componentTypes Array of component types to retrieve
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+ * @param callback Function called for each entity with its components
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+ */
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+ forEachWithComponents<const T extends readonly EntityId<any>[]>(componentTypes: T, callback: (entity: EntityId, ...components: ComponentTuple<T>) => void): void;
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+ /**
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+ * Iterate over all entities with their component data
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+ * @param callback Function called for each entity with its component data
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+ */
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+ forEach(callback: (entityId: EntityId, components: Map<EntityId<any>, any>) => void): void;
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+ }
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+ import type { EntityId } from "./entity";
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+ /**
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+ * Command for deferred execution
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+ */
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+ export interface Command {
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+ type: "addComponent" | "removeComponent" | "destroyEntity";
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+ entityId: EntityId;
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+ componentType?: EntityId<any>;
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+ component?: any;
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+ }
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+ /**
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+ * Command buffer for deferred structural changes
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+ */
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+ export declare class CommandBuffer {
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+ private commands;
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+ private executeEntityCommands;
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+ /**
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+ * Create a command buffer with an executor function
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+ */
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+ constructor(executeEntityCommands: (entityId: EntityId, commands: Command[]) => void);
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+ /**
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+ * Add a component to an entity (deferred)
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+ */
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+ addComponent<T>(entityId: EntityId, componentType: EntityId<T>, component: T): void;
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+ /**
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+ * Remove a component from an entity (deferred)
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+ */
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+ removeComponent<T>(entityId: EntityId, componentType: EntityId<T>): void;
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+ /**
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+ * Destroy an entity (deferred)
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+ */
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+ destroyEntity(entityId: EntityId): void;
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+ /**
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+ * Execute all commands and clear the buffer
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+ */
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+ execute(): void;
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+ /**
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+ * Get current commands (for testing)
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+ */
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+ getCommands(): Command[];
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+ /**
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+ * Clear all commands
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+ */
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+ clear(): void;
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+ }
package/entity.d.ts ADDED
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+ /**
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+ * Brand for EntityId to create nominal typing with component type information
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+ */
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+ declare const __entityIdBrand: unique symbol;
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+ /**
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+ * Brand for wildcard relation IDs
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+ */
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+ declare const __wildcardRelationBrand: unique symbol;
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+ /**
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+ * Entity ID type for ECS architecture
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+ * Based on 52-bit integers within safe integer range
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+ * - Component IDs: 1-1023
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+ * - Entity IDs: 1024+
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+ * - Relation IDs: negative numbers encoding component and entity associations
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+ */
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+ export type EntityId<T = void> = number & {
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+ readonly [__entityIdBrand]: T;
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+ };
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+ export type WildcardRelationId<T = void> = EntityId<T> & {
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+ readonly [__wildcardRelationBrand]: true;
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+ };
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+ /**
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+ * Constants for ID ranges
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+ */
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+ export declare const INVALID_COMPONENT_ID = 0;
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+ export declare const COMPONENT_ID_MAX = 1023;
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+ export declare const ENTITY_ID_START = 1024;
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+ /**
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+ * Constants for relation ID encoding
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+ */
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+ export declare const RELATION_SHIFT: number;
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+ export declare const WILDCARD_TARGET_ID = 0;
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+ /**
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+ * Create a component ID
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+ * @param id Component identifier (1-1023)
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+ */
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+ export declare function createComponentId<T = void>(id: number): EntityId<T>;
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+ /**
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+ * Create an entity ID
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+ * @param id Entity identifier (starting from 1024)
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+ */
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+ export declare function createEntityId(id: number): EntityId;
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+ /**
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+ * Type for relation ID based on component and target types
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+ */
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+ type RelationIdType<T, U> = U extends void ? EntityId<T> : T extends void ? EntityId<U> : EntityId<never>;
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+ /**
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+ * Create a relation ID by associating a component with another ID (entity or component)
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+ * @param componentId The component ID (0-1023)
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+ * @param targetId The target ID (entity, component, or '*' for wildcard)
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+ */
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+ export declare function createRelationId<T>(componentId: EntityId<T>, targetId: "*"): WildcardRelationId<T>;
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+ export declare function createRelationId<T, U>(componentId: EntityId<T>, targetId: EntityId<U>): RelationIdType<T, U>;
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+ /**
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+ * Check if an ID is a component ID
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+ */
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+ export declare function isComponentId(id: EntityId<any>): boolean;
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+ /**
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+ * Check if an ID is an entity ID
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+ */
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+ export declare function isEntityId(id: EntityId<any>): boolean;
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+ /**
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+ * Check if an ID is a relation ID
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+ */
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+ export declare function isRelationId(id: EntityId): boolean;
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+ /**
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+ * Decode a relation ID into component and target IDs
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+ * @param relationId The relation ID (must be negative)
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+ * @returns Object with componentId, targetId, and relation type
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+ */
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+ export declare function decodeRelationId(relationId: EntityId<any>): {
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+ componentId: EntityId<any>;
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+ targetId: EntityId<any>;
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+ type: "entity" | "component" | "wildcard";
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+ };
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+ /**
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+ * Get the string representation of an ID type
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+ */
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+ export declare function getIdType(id: EntityId<any>): "component" | "entity" | "entity-relation" | "component-relation" | "wildcard-relation" | "invalid";
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+ /**
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+ * Get detailed type information for an EntityId
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+ * @param id The EntityId to analyze
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+ * @returns Detailed type information including relation subtypes
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+ */
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+ export declare function getDetailedIdType(id: EntityId<any>): {
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+ type: "component" | "entity" | "entity-relation" | "component-relation" | "wildcard-relation" | "invalid";
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+ componentId?: EntityId<any>;
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+ targetId?: EntityId<any>;
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+ };
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+ /**
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+ * Inspect an EntityId and return a human-readable string representation
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+ * @param id The EntityId to inspect
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+ * @returns A friendly string representation of the ID
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+ */
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+ export declare function inspectEntityId(id: EntityId<any>): string;
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+ /**
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+ * Entity ID Manager for automatic allocation and freelist recycling
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+ */
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+ export declare class EntityIdManager {
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+ private nextId;
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+ private freelist;
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+ /**
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+ * Allocate a new entity ID
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+ * Uses freelist if available, otherwise increments counter
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+ */
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+ allocate(): EntityId;
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+ /**
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+ * Deallocate an entity ID, adding it to the freelist for reuse
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+ * @param id The entity ID to deallocate
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+ */
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+ deallocate(id: EntityId<any>): void;
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+ /**
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+ * Get the current freelist size (for debugging/monitoring)
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+ */
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+ getFreelistSize(): number;
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+ /**
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+ * Get the next ID that would be allocated (for debugging)
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+ */
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+ getNextId(): number;
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+ }
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+ /**
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+ * Component ID Manager for automatic allocation
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+ * Components are typically registered once and not recycled
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+ */
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+ export declare class ComponentIdManager {
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+ private nextId;
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+ /**
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+ * Allocate a new component ID
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+ * Increments counter sequentially from 1
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+ */
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+ allocate<T = void>(): EntityId<T>;
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+ /**
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+ * Get the next ID that would be allocated (for debugging)
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+ */
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+ getNextId(): number;
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+ /**
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+ * Check if more component IDs are available
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+ */
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+ hasAvailableIds(): boolean;
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+ }
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+ export {};
package/index.d.ts ADDED
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+ export * from "./entity";
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+ export * from "./world";
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+ export * from "./archetype";
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+ export * from "./query";
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+ export * from "./system";