mobile

package
v1.5.1 Latest Latest
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Published: Jul 21, 2017 License: Apache-2.0 Imports: 1 Imported by: 5

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Constants

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Variables

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Functions

func Start

func Start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error

Start starts the game and returns immediately.

Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop.

The unit of width/height is device-independent pixel (dp on Android and point on iOS).

Start always returns nil as of 1.5.0-alpha.

func Update

func Update() error

Update updates and renders the game.

This should be called on every frame.

On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView).

On iOS, this should be called at glkView:drawInRect: of GLKViewDelegate.

func UpdateTouchesOnAndroid

func UpdateTouchesOnAndroid(action int, id int, x, y int)

UpdateTouchesOnAndroid updates the touch state on Android.

This should be called with onTouchEvent of GLSurfaceView like this:

@Override
public boolean onTouchEvent(MotionEvent e) {
    for (int i = 0; i < e.getPointerCount(); i++) {
        int id = e.getPointerId(i);
        int x = (int)e.getX(i);
        int y = (int)e.getY(i);
        YourGame.UpdateTouchesOnAndroid(e.getActionMasked(), id, x, y);
    }
    return true;
}

The coodinate x/y is in dp.

For more details, see https://github.com/hajimehoshi/ebiten/wiki/Android.

func UpdateTouchesOnIOS

func UpdateTouchesOnIOS(phase int, ptr int64, x, y int)

UpdateTouchesOnIOS updates the touch state on iOS.

This should be called with touch handlers of UIViewController like this:

  • (GLKView*)glkView { return (GLKView*)[self.view viewWithTag:100]; }
  • (void)updateTouches:(NSSet*)touches { for (UITouch* touch in touches) { if (touch.view != [self glkView]) { continue; } CGPoint location = [touch locationInView: [self glkView]]; // Exported function for UpdateTouchesOnIOS YourGameUpdateTouchesOnIOS(touch.phase, (int64_t)touch, location.x, location.y); } }
  • (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event { [self updateTouches:touches]; }
  • (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event { [self updateTouches:touches]; }
  • (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event { [self updateTouches:touches]; }
  • (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event { [self updateTouches:touches]; }

The coodinate x/y is in points.

For more details, see https://github.com/hajimehoshi/ebiten/wiki/iOS.

Types

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