Ebiten是一个使用Go语言编程库,用于2D游戏开发,可以跨平台。 Ebiten官网,https://ebiten.org/ Ebiten官方API文档,https://pkg.go.dev/github.com/hajimehoshi/ebiten
同时,在www.Golang.Ltd技术网站已经增加Ebiten入口:
功能就是弹出一个窗口,输出Hello, World。
package main
import (
"fmt"
"log"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil"
)
/*
空结构体,实现了ebiten.Game接口。
*/
type Game struct{}
/*
Update()是一个成员函数,自动调用
因为这是一个游戏开发的库,界面是需要实时更新的
因此每一个周期,都会更新一次,也就是调用一次Update函数
更新周期是1/60秒,也就是一秒会更新60次
*/
func (g *Game) Update() error {
return nil
}
/*
Draw()用于渲染界面,也是个会自动调用的函数
这个函数的自动调用频率和你电脑显示器的刷新频率一样
screen表示GUI窗口显示的对象,这里是在该窗口输出"Hello, World!"
*/
func (g *Game) Draw(screen *ebiten.Image) {
ebitenutil.DebugPrint(screen, "Hello, World!")
}
/*
Layout()函数的返回值表示显示窗口里面逻辑上屏幕的大小
官网上说参数outsideWidth和outsideHeight是显示在桌面的窗口大小
这里是固定大小640*480
*/
func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
return 640, 480
}
func main() {
// 设置窗口大小是640*480
ebiten.SetWindowSize(640, 480)
// 设置窗口头部,显示Hello, World
ebiten.SetWindowTitle("Hello, World!")
// 运行游戏
if err := ebiten.RunGame(&Game{}); err != nil {
log.Fatal(err)
}
}
效果如下:
上述代码注释部分写了各个函数的作用,使用Ebiten时,格式都是一样的,都是需要创建Game结构体、Update()函数、Draw()函数、Layout()函数,然后在main函数里面启动游戏即可。
Ebiten包提供了一个函数,用于展示一个图片,如下所示:
func (i *Image) DrawImage(img *Image, options *DrawImageOptions) error
参数简单说一下:
img *Image: 被展示的图片
option *DrawImageOption: 展示选项,比如图片的位置,暂不设置
直接展示图片
把上面例子输出Hello, World的Draw()函数替换成下面:
func (g *Game) Draw(screen *ebiten.Image) {
// 1. 读取图片文件
f, err := os.Open("gopher.png")
if err != nil {
log.Fatal(err)
}
img, err := png.Decode(f)
if err != nil {
log.Fatal(err)
}
// 把Image文件转成ebiten.Image文件,用于展示
eImg := ebiten.NewImageFromImage(img)
// 在屏幕上展示出图片
screen.DrawImage(eImg, nil)
}
显示效果如下图:
图片要放在屏幕的某个位置,怎样指定坐标呢? 使用DrawImage()函数
func (i *Image) DrawImage(img *Image, options *DrawImageOptions) error
但是此时需要指定第二个参数,比如我要把图片显示在窗口的(100,100)坐标处:
func (g *Game) Draw(screen *ebiten.Image) {
// 1. 读取图片文件
f, err := os.Open("gopher.png")
if err != nil {
log.Fatal(err)
}
img, err := png.Decode(f)
if err != nil {
log.Fatal(err)
}
// 把Image文件转成ebiten.Image文件,用于展示
eImg := ebiten.NewImageFromImage(img)
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(100), float64(100))
// 在屏幕上展示出图片
screen.DrawImage(eImg, op)
}
显示效果:
监听鼠标事件,这里使用一个简单的例子,刚开始是显示图片的,按下左键,图片消失,松开左键,图片显示。 再次只需更改一下Draw()函数即可:
var flag bool
func (g *Game) Draw(screen *ebiten.Image) {
// flag一开始默认是false,会显示图片
if !flag {
screen.DrawImage(eImg, nil)
} else {
screen.Clear()
}
// 监听鼠标事件,如果左键按下,false变成true,图片就会删除
if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
flag = !flag
}
// 监听鼠标左键松开事件
if inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonLeft) {
flag = !flag
}
}
演示效果如下gif动图所示:
// Copyright 2015 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 main
import (
"fmt"
"github.com/hajimehoshi/ebiten/v2"
"log"
"sort"
"strconv"
"strings"
"time"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
const (
screenWidth = 640
screenHeight = 480
)
type Game struct {
gamepadIDsBuf []ebiten.GamepadID
gamepadIDs map[ebiten.GamepadID]struct{}
axes map[ebiten.GamepadID][]string
pressedButtons map[ebiten.GamepadID][]string
}
func (g *Game) Update() error {
if g.gamepadIDs == nil {
g.gamepadIDs = map[ebiten.GamepadID]struct{}{}
}
// Log the gamepad connection events.
g.gamepadIDsBuf = inpututil.AppendJustConnectedGamepadIDs(g.gamepadIDsBuf[:0])
for _, id := range g.gamepadIDsBuf {
log.Printf("gamepad connected: id: %d, SDL ID: %s", id, ebiten.GamepadSDLID(id))
g.gamepadIDs[id] = struct{}{}
}
for id := range g.gamepadIDs {
if inpututil.IsGamepadJustDisconnected(id) {
log.Printf("gamepad disconnected: id: %d", id)
delete(g.gamepadIDs, id)
}
}
g.axes = map[ebiten.GamepadID][]string{}
g.pressedButtons = map[ebiten.GamepadID][]string{}
for id := range g.gamepadIDs {
maxAxis := ebiten.GamepadAxisType(ebiten.GamepadAxisCount(id))
for a := ebiten.GamepadAxisType(0); a < maxAxis; a++ {
v := ebiten.GamepadAxisValue(id, a)
g.axes[id] = append(g.axes[id], fmt.Sprintf("%d:%+0.2f", a, v))
}
maxButton := ebiten.GamepadButton(ebiten.GamepadButtonCount(id))
for b := ebiten.GamepadButton(0); b < maxButton; b++ {
if ebiten.IsGamepadButtonPressed(id, b) {
g.pressedButtons[id] = append(g.pressedButtons[id], strconv.Itoa(int(b)))
}
// Log button events.
if inpututil.IsGamepadButtonJustPressed(id, b) {
log.Printf("button pressed: id: %d, button: %d", id, b)
}
if inpututil.IsGamepadButtonJustReleased(id, b) {
log.Printf("button released: id: %d, button: %d", id, b)
}
}
if ebiten.IsStandardGamepadLayoutAvailable(id) {
for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
// Log button events.
if inpututil.IsStandardGamepadButtonJustPressed(id, b) {
var strong float64
var weak float64
switch b {
case ebiten.StandardGamepadButtonLeftTop,
ebiten.StandardGamepadButtonLeftLeft,
ebiten.StandardGamepadButtonLeftRight,
ebiten.StandardGamepadButtonLeftBottom:
weak = 0.5
case ebiten.StandardGamepadButtonRightTop,
ebiten.StandardGamepadButtonRightLeft,
ebiten.StandardGamepadButtonRightRight,
ebiten.StandardGamepadButtonRightBottom:
strong = 0.5
}
if strong > 0 || weak > 0 {
op := &ebiten.VibrateGamepadOptions{
Duration: 200 * time.Millisecond,
StrongMagnitude: strong,
WeakMagnitude: weak,
}
ebiten.VibrateGamepad(id, op)
}
log.Printf("standard button pressed: id: %d, button: %d", id, b)
}
if inpututil.IsStandardGamepadButtonJustReleased(id, b) {
log.Printf("standard button released: id: %d, button: %d", id, b)
}
}
}
}
return nil
}
var standardButtonToString = map[ebiten.StandardGamepadButton]string{
ebiten.StandardGamepadButtonRightBottom: "RB",
ebiten.StandardGamepadButtonRightRight: "RR",
ebiten.StandardGamepadButtonRightLeft: "RL",
ebiten.StandardGamepadButtonRightTop: "RT",
ebiten.StandardGamepadButtonFrontTopLeft: "FTL",
ebiten.StandardGamepadButtonFrontTopRight: "FTR",
ebiten.StandardGamepadButtonFrontBottomLeft: "FBL",
ebiten.StandardGamepadButtonFrontBottomRight: "FBR",
ebiten.StandardGamepadButtonCenterLeft: "CL",
ebiten.StandardGamepadButtonCenterRight: "CR",
ebiten.StandardGamepadButtonLeftStick: "LS",
ebiten.StandardGamepadButtonRightStick: "RS",
ebiten.StandardGamepadButtonLeftBottom: "LB",
ebiten.StandardGamepadButtonLeftRight: "LR",
ebiten.StandardGamepadButtonLeftLeft: "LL",
ebiten.StandardGamepadButtonLeftTop: "LT",
ebiten.StandardGamepadButtonCenterCenter: "CC",
}
func standardMap(id ebiten.GamepadID) string {
m := ` [FBL ] [FBR ]
[FTL ] [FTR ]
[LT ] [CC ] [RT ]
[LL ][LR ] [CL ][CR ] [RL ][RR ]
[LB ] [RB ]
[LS ] [RS ]
`
for b, str := range standardButtonToString {
placeholder := "[" + str + strings.Repeat(" ", 4-len(str)) + "]"
v := ebiten.StandardGamepadButtonValue(id, b)
switch {
case !ebiten.IsStandardGamepadButtonAvailable(id, b):
m = strings.Replace(m, placeholder, " -- ", 1)
case ebiten.IsStandardGamepadButtonPressed(id, b):
m = strings.Replace(m, placeholder, fmt.Sprintf("[%0.2f]", v), 1)
default:
m = strings.Replace(m, placeholder, fmt.Sprintf(" %0.2f ", v), 1)
}
}
// TODO: Use ebiten.IsStandardGamepadAxisAvailable
m += fmt.Sprintf(" Left Stick: X: %+0.2f, Y: %+0.2f\n Right Stick: X: %+0.2f, Y: %+0.2f",
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickHorizontal),
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickVertical),
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickHorizontal),
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickVertical))
return m
}
func (g *Game) Draw(screen *ebiten.Image) {
// Draw the current gamepad status.
str := ""
if len(g.gamepadIDs) > 0 {
ids := make([]ebiten.GamepadID, 0, len(g.gamepadIDs))
for id := range g.gamepadIDs {
ids = append(ids, id)
}
sort.Slice(ids, func(a, b int) bool {
return ids[a] < ids[b]
})
for _, id := range ids {
var standard string
if ebiten.IsStandardGamepadLayoutAvailable(id) {
standard = " (Standard Layout)"
}
str += fmt.Sprintf("Gamepad (ID: %d, SDL ID: %s)%s:\n", id, ebiten.GamepadSDLID(id), standard)
str += fmt.Sprintf(" Name: %s\n", ebiten.GamepadName(id))
str += fmt.Sprintf(" Axes: %s\n", strings.Join(g.axes[id], ", "))
str += fmt.Sprintf(" Buttons: %s\n", strings.Join(g.pressedButtons[id], ", "))
if ebiten.IsStandardGamepadLayoutAvailable(id) {
str += "\n"
str += standardMap(id) + "\n"
}
str += "\n"
}
} else {
str = "Please connect your gamepad."
}
ebitenutil.DebugPrint(screen, str)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return screenWidth, screenHeight
}
func maingamepad() {
ebiten.SetWindowSize(screenWidth, screenHeight)
ebiten.SetWindowTitle("Gamepad (Ebitengine Demo)")
if err := ebiten.RunGame(&Game{}); err != nil {
log.Fatal(err)
}
}
本人一直在做游戏,坦克对决游戏已经内侧;后面PC端计划使用Ebiten引擎完成,期待后续!
同学们,兴趣是最好的老师;只争朝夕,不负韶华!加油!
参考资料:
Go语言中文文档
http://www.golang.ltd/
Golang语言情怀
ID:wwwGolangLtd
www.Golang.Ltd
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