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- // 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() 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{}
- // // Specify the window size as you like. Here, a doubled 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)
- // }
- // }
- //
- // 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 (e.g.,
- // DeviceScaleFactor) 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.
- //
- // `ebitenwebgl1` forces to use WebGL 1 on browsers.
- //
- // `ebitensinglethread` disables Ebiten's thread safety to unlock maximum performance. If you use this you will have
- // to manage threads yourself. Functions like IsKeyPressed will no longer be concurrent-safe with this build tag.
- // They must be called from the main thread or the same goroutine as the given game's callback functions like Update
- // to RunGame.
- package ebiten
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