ebiten/example/main.go

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package main
import (
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"github.com/hajimehoshi/go-ebiten/example/blocks"
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"github.com/hajimehoshi/go-ebiten/graphics"
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"github.com/hajimehoshi/go-ebiten/ui"
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"github.com/hajimehoshi/go-ebiten/ui/cocoa"
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"os"
"os/signal"
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"runtime"
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"syscall"
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"time"
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)
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type Game interface {
HandleEvent(e interface{})
Update()
Draw(c graphics.Context)
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}
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func init() {
runtime.LockOSThread()
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}
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func main() {
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const screenWidth = blocks.ScreenWidth
const screenHeight = blocks.ScreenHeight
const screenScale = 2
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const fps = 60
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const title = "Ebiten Demo"
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u := cocoa.UI()
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textureFactory := cocoa.TextureFactory()
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window := u.CreateGameWindow(screenWidth, screenHeight, screenScale, title)
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drawing := make(chan struct{})
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quit := make(chan struct{})
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go func() {
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defer close(quit)
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windowEvents := window.Events()
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var game Game = blocks.NewGame(textureFactory)
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frameTime := time.Duration(int64(time.Second) / int64(fps))
tick := time.Tick(frameTime)
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for {
select {
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case e := <-windowEvents:
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game.HandleEvent(e)
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if _, ok := e.(ui.WindowClosedEvent); ok {
return
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}
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case <-tick:
game.Update()
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case <-drawing:
window.Draw(func(context graphics.Context) {
game.Draw(context)
})
drawing <- struct{}{}
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}
}
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}()
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u.Start()
defer u.Terminate()
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s := make(chan os.Signal, 1)
signal.Notify(s, os.Interrupt, syscall.SIGTERM)
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for {
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u.DoEvents()
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select {
default:
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drawing <- struct{}{}
<-drawing
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case <-s:
return
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case <-quit:
return
}
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}
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}