ebiten

package module
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Published: Feb 28, 2016 License: Apache-2.0 Imports: 10 Imported by: 925

README

Ebiten (海老天)

Build Status

  • A simple SNES-like 2D game library in Go
  • Works on
    • Web browsers (powered by GopherJS)
      • Supported browsers: Chrome, Firefox, Safari on desktops
    • Mac OS X
    • Linux (maybe)
  • API Docs

Features

  • 2D Graphics
  • Input (Mouse, Keyboard, Gamepad)
  • Audio (Very primitive API. experimental)

Documentation

http://hajimehoshi.github.io/ebiten/

License

Ebiten is licensed under Apache license version 2.0. See LICENSE file.

Documentation

Overview

Package ebiten provides graphics and input API to develop a 2D game.

You can start the game by calling the function Run.

func update(screen *ebiten.Image) error {
    // Define your game.
}

func main() {
    ebiten.Run(update, 320, 240, 2, "Your game's title")
}

Index

Constants

View Source
const (
	GamepadButton0  = GamepadButton(ui.GamepadButton0)
	GamepadButton1  = GamepadButton(ui.GamepadButton1)
	GamepadButton2  = GamepadButton(ui.GamepadButton2)
	GamepadButton3  = GamepadButton(ui.GamepadButton3)
	GamepadButton4  = GamepadButton(ui.GamepadButton4)
	GamepadButton5  = GamepadButton(ui.GamepadButton5)
	GamepadButton6  = GamepadButton(ui.GamepadButton6)
	GamepadButton7  = GamepadButton(ui.GamepadButton7)
	GamepadButton8  = GamepadButton(ui.GamepadButton8)
	GamepadButton9  = GamepadButton(ui.GamepadButton9)
	GamepadButton10 = GamepadButton(ui.GamepadButton10)
	GamepadButton11 = GamepadButton(ui.GamepadButton11)
	GamepadButton12 = GamepadButton(ui.GamepadButton12)
	GamepadButton13 = GamepadButton(ui.GamepadButton13)
	GamepadButton14 = GamepadButton(ui.GamepadButton14)
	GamepadButton15 = GamepadButton(ui.GamepadButton15)
)

GamepadButtons

View Source
const (
	Key0         = Key(ui.Key0)
	Key1         = Key(ui.Key1)
	Key2         = Key(ui.Key2)
	Key3         = Key(ui.Key3)
	Key4         = Key(ui.Key4)
	Key5         = Key(ui.Key5)
	Key6         = Key(ui.Key6)
	Key7         = Key(ui.Key7)
	Key8         = Key(ui.Key8)
	Key9         = Key(ui.Key9)
	KeyA         = Key(ui.KeyA)
	KeyB         = Key(ui.KeyB)
	KeyC         = Key(ui.KeyC)
	KeyD         = Key(ui.KeyD)
	KeyE         = Key(ui.KeyE)
	KeyF         = Key(ui.KeyF)
	KeyG         = Key(ui.KeyG)
	KeyH         = Key(ui.KeyH)
	KeyI         = Key(ui.KeyI)
	KeyJ         = Key(ui.KeyJ)
	KeyK         = Key(ui.KeyK)
	KeyL         = Key(ui.KeyL)
	KeyM         = Key(ui.KeyM)
	KeyN         = Key(ui.KeyN)
	KeyO         = Key(ui.KeyO)
	KeyP         = Key(ui.KeyP)
	KeyQ         = Key(ui.KeyQ)
	KeyR         = Key(ui.KeyR)
	KeyS         = Key(ui.KeyS)
	KeyT         = Key(ui.KeyT)
	KeyU         = Key(ui.KeyU)
	KeyV         = Key(ui.KeyV)
	KeyW         = Key(ui.KeyW)
	KeyX         = Key(ui.KeyX)
	KeyY         = Key(ui.KeyY)
	KeyZ         = Key(ui.KeyZ)
	KeyAlt       = Key(ui.KeyAlt)
	KeyBackspace = Key(ui.KeyBackspace)
	KeyCapsLock  = Key(ui.KeyCapsLock)
	KeyComma     = Key(ui.KeyComma)
	KeyControl   = Key(ui.KeyControl)
	KeyDelete    = Key(ui.KeyDelete)
	KeyDown      = Key(ui.KeyDown)
	KeyEnd       = Key(ui.KeyEnd)
	KeyEnter     = Key(ui.KeyEnter)
	KeyEscape    = Key(ui.KeyEscape)
	KeyF1        = Key(ui.KeyF1)
	KeyF2        = Key(ui.KeyF2)
	KeyF3        = Key(ui.KeyF3)
	KeyF4        = Key(ui.KeyF4)
	KeyF5        = Key(ui.KeyF5)
	KeyF6        = Key(ui.KeyF6)
	KeyF7        = Key(ui.KeyF7)
	KeyF8        = Key(ui.KeyF8)
	KeyF9        = Key(ui.KeyF9)
	KeyF10       = Key(ui.KeyF10)
	KeyF11       = Key(ui.KeyF11)
	KeyF12       = Key(ui.KeyF12)
	KeyHome      = Key(ui.KeyHome)
	KeyInsert    = Key(ui.KeyInsert)
	KeyLeft      = Key(ui.KeyLeft)
	KeyPageDown  = Key(ui.KeyPageDown)
	KeyPageUp    = Key(ui.KeyPageUp)
	KeyPeriod    = Key(ui.KeyPeriod)
	KeyRight     = Key(ui.KeyRight)
	KeyShift     = Key(ui.KeyShift)
	KeySpace     = Key(ui.KeySpace)
	KeyTab       = Key(ui.KeyTab)
	KeyUp        = Key(ui.KeyUp)
)

Keys

View Source
const (
	MouseButtonLeft   = MouseButton(ui.MouseButtonLeft)
	MouseButtonRight  = MouseButton(ui.MouseButtonRight)
	MouseButtonMiddle = MouseButton(ui.MouseButtonMiddle)
)

MouseButtons

View Source
const ColorMDim = 5

ColorMDim is a dimension of a ColorM.

View Source
const GeoMDim = 3

GeoMDim is a dimension of a GeoM.

Variables

This section is empty.

Functions

func CurrentFPS added in v1.2.0

func CurrentFPS() float64

CurrentFPS returns the current number of frames per second.

func CursorPosition

func CursorPosition() (x, y int)

CursorPosition returns a position of a mouse cursor.

func GamepadAxis added in v1.2.0

func GamepadAxis(id int, axis int) float64

GamepadAxis returns the float value [-1.0 - 1.0] of the axis.

NOTE: Gamepad API is available only on desktops, Chrome and Firefox. To use this API, browsers might require rebooting the browser.

func GamepadAxisNum added in v1.2.0

func GamepadAxisNum(id int) int

GamepadAxisNum returns the number of axes of the gamepad.

NOTE: Gamepad API is available only on desktops, Chrome and Firefox. To use this API, browsers might require rebooting the browser.

func GamepadButtonNum added in v1.2.0

func GamepadButtonNum(id int) int

GamepadButtonNum returns the number of the buttons of the gamepad.

NOTE: Gamepad API is available only on desktops, Chrome and Firefox. To use this API, browsers might require rebooting the browser.

func IsGamepadButtonPressed added in v1.2.0

func IsGamepadButtonPressed(id int, button GamepadButton) bool

IsGamepadButtonPressed returns the boolean indicating the buttons is pressed or not.

NOTE: Gamepad API is available only on desktops, Chrome and Firefox. To use this API, browsers might require rebooting the browser.

func IsKeyPressed

func IsKeyPressed(key Key) bool

IsKeyPressed returns a boolean indicating whether key is pressed.

func IsMouseButtonPressed

func IsMouseButtonPressed(mouseButton MouseButton) bool

IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.

func Run

func Run(f func(*Image) error, width, height, scale int, title string) error

Run runs the game. f is a function which is called at every frame. The argument (*Image) is the render target that represents the screen.

This function must be called from the main thread.

The given function f is guaranteed to be called 60 times a second even if a rendering frame is skipped. f is not called when the screen is not shown.

func SetScreenScale added in v1.2.0

func SetScreenScale(scale int)

SetScreenSize changes the scale of the screen.

func SetScreenSize added in v1.2.0

func SetScreenSize(width, height int)

SetScreenSize changes the (logical) size of the screen. This doesn't affect the current scale of the screen.

Types

type ColorM

type ColorM struct {
	// contains filtered or unexported fields
}

A ColorM represents a matrix to transform coloring when rendering an image.

A ColorM is applied to the source alpha color while an Image's pixels' format is alpha premultiplied. Before applying a matrix, a color is un-multiplied, and after applying the matrix, the color is multiplied again.

The initial value is identity.

func Monochrome

func Monochrome() ColorM

Monochrome returns a color matrix to make an image monochrome.

func RotateHue

func RotateHue(theta float64) ColorM

Deprecated as of 1.2.0-alpha. Use RotateHue member function instead.

func ScaleColor

func ScaleColor(r, g, b, a float64) ColorM

Deprecated as of 1.2.0-alpha. Use Scale instead.

func TranslateColor

func TranslateColor(r, g, b, a float64) ColorM

Deprecated as of 1.2.0-alpha. Use Translate instead.

func (*ColorM) Add

func (c *ColorM) Add(other ColorM)

Add adds a color matrix with the other color matrix.

func (*ColorM) Concat

func (c *ColorM) Concat(other ColorM)

Concat multiplies a color matrix with the other color matrix. This is same as muptiplying the matrix other and the matrix c in this order.

func (*ColorM) Element

func (c *ColorM) Element(i, j int) float64

Element returns a value of a matrix at (i, j).

func (*ColorM) RotateHue added in v1.2.0

func (c *ColorM) RotateHue(theta float64)

RotateHue rotates the hue.

func (*ColorM) Scale added in v1.1.0

func (c *ColorM) Scale(r, g, b, a float64)

Scale scales the matrix by (r, g, b, a).

func (*ColorM) SetElement

func (c *ColorM) SetElement(i, j int, element float64)

SetElement sets an element at (i, j).

func (*ColorM) Translate added in v1.1.0

func (c *ColorM) Translate(r, g, b, a float64)

Translate translates the matrix by (r, g, b, a).

type DrawImageOptions

type DrawImageOptions struct {
	ImageParts ImageParts
	GeoM       GeoM
	ColorM     ColorM

	// Deprecated (as of 1.1.0-alpha): Use ImageParts instead.
	Parts []ImagePart
}

A DrawImageOptions represents options to render an image on an image.

type Filter

type Filter int

Filter represents the type of filter to be used when an image is maginified or minified.

const (
	FilterNearest Filter = iota // nearest (crisp-edged) filter
	FilterLinear                // linear filter
)

type GamepadButton added in v1.2.0

type GamepadButton int

A GamepadButton represents a gamepad button.

type GeoM

type GeoM struct {
	// contains filtered or unexported fields
}

A GeoM represents a matrix to transform geometry when rendering an image.

The initial value is identity.

func RotateGeo

func RotateGeo(theta float64) GeoM

Deprecated as of 1.2.0-alpha. Use Rotate instead.

func ScaleGeo

func ScaleGeo(x, y float64) GeoM

Deprecated as of 1.2.0-alpha. Use Scale instead.

func TranslateGeo

func TranslateGeo(tx, ty float64) GeoM

Deprecated as of 1.2.0-alpha. Use Translate instead.

func (*GeoM) Add

func (g *GeoM) Add(other GeoM)

Add adds a geometry matrix with the other geometry matrix.

func (*GeoM) Concat

func (g *GeoM) Concat(other GeoM)

Concat multiplies a geometry matrix with the other geometry matrix. This is same as muptiplying the matrix other and the matrix g in this order.

func (*GeoM) Element

func (g *GeoM) Element(i, j int) float64

Element returns a value of a matrix at (i, j).

func (*GeoM) Rotate added in v1.1.0

func (g *GeoM) Rotate(theta float64)

Rotate rotates the matrix by theta.

func (*GeoM) Scale added in v1.1.0

func (g *GeoM) Scale(x, y float64)

Scale scales the matrix by (x, y).

func (*GeoM) SetElement

func (g *GeoM) SetElement(i, j int, element float64)

SetElement sets an element at (i, j).

func (*GeoM) Translate added in v1.1.0

func (g *GeoM) Translate(tx, ty float64)

Translate translates the matrix by (x, y).

type Image

type Image struct {
	// contains filtered or unexported fields
}

Image represents an image. The pixel format is alpha-premultiplied. Image implements image.Image.

func NewImage

func NewImage(width, height int, filter Filter) (*Image, error)

NewImage returns an empty image.

NewImage generates a new texture and a new framebuffer. Be careful that image objects will never be released even though nothing refers the image object and GC works. It is because there is no way to define finalizers for Go objects if you use GopherJS.

func NewImageFromImage

func NewImageFromImage(img image.Image, filter Filter) (*Image, error)

NewImageFromImage creates a new image with the given image (img).

NewImageFromImage generates a new texture and a new framebuffer. Be careful that image objects will never be released even though nothing refers the image object and GC works. It is because there is no way to define finalizers for Go objects if you use GopherJS.

func (*Image) At

func (i *Image) At(x, y int) color.Color

At returns the color of the image at (x, y).

This method loads pixels from VRAM to system memory if necessary.

func (*Image) Bounds

func (i *Image) Bounds() image.Rectangle

Bounds returns the bounds of the image.

func (*Image) Clear

func (i *Image) Clear() (err error)

Clear resets the pixels of the image into 0.

func (*Image) ColorModel

func (i *Image) ColorModel() color.Model

ColorModel returns the color model of the image.

func (*Image) Dispose added in v1.2.0

func (i *Image) Dispose() error

Dispose disposes the image data. After disposing, the image becomes invalid. This is useful to save memory.

The behavior of any functions for a disposed image is undefined.

func (*Image) DrawImage

func (i *Image) DrawImage(image *Image, options *DrawImageOptions) (err error)

DrawImage draws the given image on the receiver image.

This method accepts the options. The parts of the given image at the parts of the destination. After determining parts to draw, this applies the geometry matrix and the color matrix.

Here are the default values:

ImageParts: (0, 0) - (source width, source height) to (0, 0) - (source width, source height)
            (i.e. the whole source image)
GeoM:       Identity matrix
ColorM:     Identity matrix (that changes no colors)

Be careful that this method is potentially slow. It would be better if you could call this method fewer times.

func (*Image) Fill

func (i *Image) Fill(clr color.Color) (err error)

Fill fills the image with a solid color.

func (*Image) ReplacePixels added in v1.2.0

func (i *Image) ReplacePixels(p []uint8) error

ReplacePixels replaces the pixels of the image with p.

The given p must represent RGBA pre-multiplied alpha values. len(p) must equal to 4 * (image width) * (image height).

This function may be slow (as for implementation, this calls glTexSubImage2D).

func (*Image) Size

func (i *Image) Size() (width, height int)

Size returns the size of the image.

type ImagePart

type ImagePart struct {
	Dst image.Rectangle
	Src image.Rectangle
}

Deprecated (as of 1.1.0-alpha): Use ImageParts instead.

type ImageParts added in v1.1.0

type ImageParts interface {
	Len() int
	Dst(i int) (x0, y0, x1, y1 int)
	Src(i int) (x0, y0, x1, y1 int)
}

An ImageParts represents the parts of the destination image and the parts of the source image.

type Key

type Key int

A Key represents a keyboard key.

type MouseButton

type MouseButton int

A MouseButton represents a mouse button.

Directories

Path Synopsis
hue
exp
Package exp includes some experimental sub packages.
Package exp includes some experimental sub packages.
gamepad
Package gamepad offers abstract gamepad buttons and configuration.
Package gamepad offers abstract gamepad buttons and configuration.
ui

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