ebiten/example/main.go
2013-12-01 21:23:03 +09:00

109 lines
2.3 KiB
Go

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)
})
}
}