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