ebiten/example/main.go

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package main
import (
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"github.com/hajimehoshi/go-ebiten"
"github.com/hajimehoshi/go-ebiten/example/game/blank"
"github.com/hajimehoshi/go-ebiten/example/game/input"
"github.com/hajimehoshi/go-ebiten/example/game/monochrome"
"github.com/hajimehoshi/go-ebiten/example/game/rects"
"github.com/hajimehoshi/go-ebiten/example/game/rotating"
"github.com/hajimehoshi/go-ebiten/example/game/sprites"
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"github.com/hajimehoshi/go-ebiten/example/game/testpattern"
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"github.com/hajimehoshi/go-ebiten/graphics"
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"github.com/hajimehoshi/go-ebiten/ui/cocoa"
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"os"
"runtime"
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"sync"
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"time"
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)
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type Game interface {
InitTextures(tf graphics.TextureFactory)
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Update()
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Draw(canvas graphics.Canvas)
}
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func main() {
runtime.GOMAXPROCS(runtime.NumCPU())
gameName := ""
if 2 <= len(os.Args) {
gameName = os.Args[1]
}
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var game Game
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switch gameName {
case "blank":
game = blank.New()
case "input":
game = input.New()
case "monochrome":
game = monochrome.New()
case "rects":
game = rects.New()
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default:
fallthrough
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case "rotating":
game = rotating.New()
case "sprites":
game = sprites.New()
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case "testpattern":
game = testpattern.New()
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}
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const screenWidth = 256
const screenHeight = 240
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const screenScale = 2
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const fps = 60
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const title = "Ebiten Demo"
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var ui ebiten.UI = cocoa.New(screenWidth, screenHeight, screenScale, title)
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ui.InitTextures(game.InitTextures)
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lock := sync.Mutex{}
go func() {
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frameTime := time.Duration(int64(time.Second) / int64(fps))
tick := time.Tick(frameTime)
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for {
<-tick
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func() {
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lock.Lock()
defer lock.Unlock()
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game.Update()
}()
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}
}()
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inputStateUpdated := ui.ObserveInputStateUpdated()
screenSizeUpdated := ui.ObserveScreenSizeUpdated()
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for {
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ui.PollEvents()
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events:
for {
select {
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case e, ok := <-inputStateUpdated:
if ok {
type Handler interface {
OnInputStateUpdated(ebiten.InputStateUpdatedEvent)
}
if game2, ok := game.(Handler); ok {
game2.OnInputStateUpdated(e)
}
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}
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inputStateUpdated = ui.ObserveInputStateUpdated()
case e, ok := <-screenSizeUpdated:
if ok {
type Handler interface {
OnScreenSizeUpdated(e ebiten.ScreenSizeUpdatedEvent)
}
if game2, ok := game.(Handler); ok {
game2.OnScreenSizeUpdated(e)
}
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}
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screenSizeUpdated = ui.ObserveScreenSizeUpdated()
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default:
break events
}
}
ui.Draw(func(c graphics.Canvas) {
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lock.Lock()
defer lock.Unlock()
game.Draw(c)
})
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}
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}