ebiten/doc.go
2020-05-08 19:32:28 +09:00

100 lines
3.8 KiB
Go

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