ebiten/example/main.go
2013-12-13 01:27:02 +09:00

117 lines
2.3 KiB
Go

package main
import (
"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/ui/cocoa"
"image"
_ "image/png"
"os"
"runtime"
"time"
)
func init() {
runtime.LockOSThread()
}
func loadImage(path string) (image.Image, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
return img, nil
}
func main() {
const screenWidth = 256
const screenHeight = 240
const screenScale = 3
const fps = 60
const title = "Ebiten Demo"
ui := cocoa.UI()
textureFactory := cocoa.TextureFactory()
window := ui.CreateWindow(screenWidth, screenHeight, screenScale, title)
textureCreated := textureFactory.TextureCreated()
renderTargetCreated := textureFactory.RenderTargetCreated()
for tag, path := range TexturePaths {
tag := tag
path := path
go func() {
img, err := loadImage(path)
if err != nil {
panic(err)
}
textureFactory.CreateTexture(tag, img)
}()
}
for tag, size := range RenderTargetSizes {
tag := tag
size := size
go func() {
textureFactory.CreateRenderTarget(tag, size.Width, size.Height)
}()
}
drawing := make(chan *graphics.LazyCanvas)
quit := make(chan struct{})
go func() {
defer close(quit)
inputStateUpdated := window.InputStateUpdated()
screenSizeUpdated := window.ScreenSizeUpdated()
windowClosed := window.WindowClosed()
game := NewGame()
frameTime := time.Duration(int64(time.Second) / int64(fps))
tick := time.Tick(frameTime)
for {
select {
case e := <-textureCreated:
game.OnTextureCreated(e)
case e := <-renderTargetCreated:
game.OnRenderTargetCreated(e)
case e := <-inputStateUpdated:
game.OnInputStateUpdated(e)
case _, ok := <-screenSizeUpdated:
if !ok {
screenSizeUpdated = nil
}
case <-windowClosed:
return
case <-tick:
game.Update()
case canvas := <-drawing:
game.Draw(canvas)
drawing <- canvas
}
}
}()
frameTime := time.Duration(int64(time.Second) / 120)
tick := time.Tick(frameTime)
for {
ui.PollEvents()
select {
default:
drawing <- graphics.NewLazyCanvas()
canvas := <-drawing
window.Draw(func(actualCanvas graphics.Canvas) {
canvas.Flush(actualCanvas)
})
// To avoid a busy loop, take a rest after drawing.
<-tick
case <-quit:
return
}
}
}