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https://github.com/hajimehoshi/ebiten.git
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b1e4c3c8f0
EBITEN_INTERNAL_IMAGES_KEY is now disabled by default, and enabled only when a build tag 'ebitendebug' is specified. It is because game developers might want to disable EBITEN_INTERNAL_IMAGES_KEY when they release their games, or anyone can dump the internal images. Fixes #632.
49 lines
1.7 KiB
Go
49 lines
1.7 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 Run.
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//
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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 IsRunningSlowly() {
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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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// ebiten.Run(update, 320, 240, 2, "Your game's title")
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// }
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//
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// The 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.
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//
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// The 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.
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package ebiten
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