// Copyright 2014 Hajime Hoshi // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // Package ebiten provides graphics and input API to develop a 2D game. // // You can start the game by calling the function RunGame. // // // Game implements ebiten.Game interface. // type Game struct{} // // // Update proceeds the game state. // // Update is called every tick (1/60 [s] by default). // func (g *Game) Update(screen *ebiten.Image) error { // // Write your game's logical update. // return nil // } // // // Draw draws the game screen. // // Draw is called every frame (typically 1/60[s] for 60Hz display). // func (g *Game) Update(screen *ebiten.Image) error { // // Write your game's rendering. // } // // // Layout takes the outside size (e.g., the window size) and returns the (logical) screen size. // // If you don't have to adjust the screen size with the outside size, just return a fixed size. // func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) { // return 320, 240 // } // // func main() { // game := &Game{} // // Sepcify the window size as you like. Here, a doulbed size is specified. // ebiten.SetWindowSize(640, 480) // ebiten.SetWindowTitle("Your game's title") // // Call ebiten.RunGame to start your game loop. // if err := ebiten.RunGame(game); err != nil { // log.Fatal(err) // } // } // // For backward compatibility, you can use a shorthand style Run. // // // update proceeds the game state. // // update is called every frame (1/60 [s]). // func update(screen *ebiten.Image) error { // // // Write your game's logical update. // // if ebiten.IsDrawingSkipped() { // // When the game is running slowly, the rendering result // // will not be adopted. // return nil // } // // // Write your game's rendering. // // return nil // } // // func main() { // // Call ebiten.Run to start your game loop. // if err := ebiten.Run(update, 320, 240, 2, "Your game's title"); err != nil { // log.Fatal(err) // } // } // // In the API document, 'the main thread' means the goroutine in init(), main() and their callees without 'go' // statement. It is assured that 'the main thread' runs on the OS main thread. There are some Ebiten functions that // must be called on the main thread under some conditions (typically, before ebiten.RunGame is called). // // Environment variables // // `EBITEN_SCREENSHOT_KEY` environment variable specifies the key // to take a screenshot. For example, if you run your game with // `EBITEN_SCREENSHOT_KEY=q`, you can take a game screen's screenshot // by pressing Q key. This works only on desktops. // // `EBITEN_INTERNAL_IMAGES_KEY` environment variable specifies the key // to dump all the internal images. This is valid only when the build tag // 'ebitendebug' is specified. This works only on desktops. // // Build tags // // `ebitendebug` outputs a log of graphics commands. This is useful to know what happens in Ebiten. In general, the // number of graphics commands affects the performance of your game. // // `ebitengl` forces to use OpenGL in any environments. package ebiten