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