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