diff --git a/Your-first-game-in-Ebiten!.md b/Your-first-game-in-Ebiten!.md index 3c1aaa4..00b290b 100644 --- a/Your-first-game-in-Ebiten!.md +++ b/Your-first-game-in-Ebiten!.md @@ -1,6 +1,6 @@ # What is Ebiten? -[Ebiten (海老天)](https://github.com/hajimehoshi/ebiten) is a 8-bit game library written in Golang, and you might wondering what is "海老天", Hmm.. it's actually shrimp of Tempura (≒ fried shrimp) in Japanese 🍤. +[Ebiten (海老天)](https://github.com/hajimehoshi/ebiten) is a 8-bit game library written in Go, and you might be wondering what is "海老天", Hmm.. it's actually shrimp of Tempura (≒ fried shrimp) in Japanese 🍤. ![](http://i.imgur.com/NPbjFJp.png) @@ -8,13 +8,13 @@ And Ebiten is a cross-platform library, which means you can run Ebiten on these * Desktop: Windows, Mac OS X, Linux * Mobile: Android, iOS -* Web browser: Chrome and Firefox (GopherJS) +* Web browser: Chrome and Firefox (powered by GopherJS) There're already [some examples available on the website](https://hajimehoshi.github.io/ebiten/#examples), and you can also found the [documentation of Ebiten by clicking here](https://godoc.org/github.com/hajimehoshi/ebiten). # Get Ebiten package -Before we started, you would need to `go get` the Ebiten package: +Before we get started, you would need to `go get` the Ebiten package: ```bash :; go get github.com/hajimehoshi/ebiten @@ -39,11 +39,11 @@ import ( ## Screen update and display -Anything in the game is **always being updating** (or refreshing), sometimes you can heard people talked about FPS, it means **frames per second**, we would have to **clean the previous screen** and **refresh the screen** each time **we move an element**, so **the element won't leave a long track** on the screen like a snake 🐍. +Anything in the game is **always being updating** (or refreshing). Sometimes you can hear people talking about FPS, which means **frames per second**. We would have to **clean the previous screen** and **refresh the screen** each time **we move an element**, so **the element won't leave a long track** on the screen like a snake 🐍. -If we want to display a text on the screen, **it will be disappeared before we see it**, Why? Because we didn't **keep it on the screen** to do this, we'll need to call a `update()` function **per frame**, then put our code inside of the function, so the text will keep on the screen. +If we want to display a text on the screen, **it will be disappeared before we see it**. Why? Because we don't **keep it on the screen** to do this, we'll need to call a `update()` function **per frame**, then put our code inside of the function, so the text will keep on the screen. -To display a text, we can use `ebitenutil.DebugPrint(image, text)`, which is a function for **displaying a debug information**, but we can use it to display a text also. +To display a text, we can use `ebitenutil.DebugPrint(image, text)`, which is a function for **displaying a debug information**, but we can also use it to display a text. ```go func update(screen *ebiten.Image) error { @@ -59,7 +59,7 @@ But hey! It's not done yet, because **you'll need to tell Ebiten to run your `up ## Initialize Ebiten -It's time to configure Ebiten through `ebiten.Run(update, width, height, scale, title)`. This tells **what function to loop**, what title should our game be, and the size of the window. +It's time to configure Ebiten through `ebiten.Run(update, width, height, scale, title)`. This tells **which function to loop**, what title of our game is, and the size of the window. * `update` is the parameter that you would need to pass a function which will **always be called at the each of the frame**, and yes! **We will pass our `update()` function though here**. * `width` and `height` are the **width** and the **height** of the game window.