engi

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Published: Nov 12, 2015 License: MIT Imports: 14 Imported by: 0

README

ENGi v0.6.0

A multi-platform 2D game library for Go.

Status

SUPER ALPHA Expect bugs and major API changes. Just a proof of concept at the moment.

	* Clean native interfaces
	* Better asset management
	* More consistent and powerful input
	* Support multiple windows / games
	* Better windowed / borderless windowed / fullscreen support
	* Add support for built-in colors and images

Desktop

The desktop backend depends on glfw3, but includes the source code and links it statically. If you are having linker errors on Windows, I suggest using TDM-GCC instead of MinGW as your cgo compiler.

Web

The web backend depends on gopherjs. gopherjs build is very much like go build, then you can embed the resulting javascript file into your html document.

During development you can use SRVi to automatically rebuild and serve your project every time you refresh. Quickly try out new ideas without even needing to setup a new index.html every time.

Android

The android backend is in the works, following the daily updates to the go.mobile repo.

Install

go get -u github.com/ajhager/engi

Documentation

godoc.org

Documentation

Index

Constants

This section is empty.

Variables

View Source
var (
	Time  *Clock
	Files *Loader
)
View Source
var (
	PRESS   = KeyAction(0)
	RELEASE = KeyAction(1)
	SHIFT   = Modifier(0x0001)
	CONTROL = Modifier(0x0002)
	ALT     = Modifier(0x0004)
	SUPER   = Modifier(0x0008)
)
View Source
var (
	MOVEMENT           = MouseAction(0)
	WHEEL_DOWN         = MouseAction(1)
	WHEEL_UP           = MouseAction(2)
	RIGHT_BUTTON_DOWN  = MouseAction(3)
	RIGHT_BUTTON_UP    = MouseAction(4)
	LEFT_BUTTON_DOWN   = MouseAction(5)
	LEFT_BUTTON_UP     = MouseAction(6)
	MIDDLE_BUTTON_DOWN = MouseAction(7)
	MIDDLE_BUTTON_UP   = MouseAction(8)
)
View Source
var (
	Dash         = Key(189)
	Apostrophe   = Key(222)
	Semicolon    = Key(186)
	Equals       = Key(187)
	Comma        = Key(188)
	Period       = Key(190)
	Slash        = Key(191)
	Backslash    = Key(220)
	Backspace    = Key(8)
	Tab          = Key(9)
	CapsLock     = Key(20)
	Space        = Key(32)
	Enter        = Key(13)
	Escape       = Key(27)
	Insert       = Key(45)
	PrintScreen  = Key(42)
	Delete       = Key(46)
	PageUp       = Key(33)
	PageDown     = Key(34)
	Home         = Key(36)
	End          = Key(35)
	Pause        = Key(19)
	ScrollLock   = Key(145)
	ArrowLeft    = Key(37)
	ArrowRight   = Key(39)
	ArrowDown    = Key(40)
	ArrowUp      = Key(38)
	LeftBracket  = Key(219)
	LeftShift    = Key(16)
	LeftControl  = Key(17)
	LeftSuper    = Key(73)
	LeftAlt      = Key(18)
	RightBracket = Key(221)
	RightShift   = Key(16)
	RightControl = Key(17)
	RightSuper   = Key(73)
	RightAlt     = Key(18)
	Zero         = Key(48)
	One          = Key(49)
	Two          = Key(50)
	Three        = Key(51)
	Four         = Key(52)
	Five         = Key(53)
	Six          = Key(54)
	Seven        = Key(55)
	Eight        = Key(56)
	Nine         = Key(57)
	F1           = Key(112)
	F2           = Key(113)
	F3           = Key(114)
	F4           = Key(115)
	F5           = Key(116)
	F6           = Key(117)
	F7           = Key(118)
	F8           = Key(119)
	F9           = Key(120)
	F10          = Key(121)
	F11          = Key(122)
	F12          = Key(123)
	A            = Key(65)
	B            = Key(66)
	C            = Key(67)
	D            = Key(68)
	E            = Key(69)
	F            = Key(70)
	G            = Key(71)
	H            = Key(72)
	I            = Key(73)
	J            = Key(74)
	K            = Key(75)
	L            = Key(76)
	M            = Key(77)
	N            = Key(78)
	O            = Key(79)
	P            = Key(80)
	Q            = Key(81)
	R            = Key(82)
	S            = Key(83)
	T            = Key(84)
	U            = Key(85)
	V            = Key(86)
	W            = Key(87)
	X            = Key(88)
	Y            = Key(89)
	Z            = Key(90)
	NumLock      = Key(144)
	NumMultiply  = Key(106)
	NumDivide    = Key(111)
	NumAdd       = Key(107)
	NumSubtract  = Key(109)
	NumZero      = Key(96)
	NumOne       = Key(97)
	NumTwo       = Key(98)
	NumThree     = Key(99)
	NumFour      = Key(100)
	NumFive      = Key(101)
	NumSix       = Key(102)
	NumSeven     = Key(103)
	NumEight     = Key(104)
	NumNine      = Key(105)
	NumDecimal   = Key(110)
	NumEnter     = Key(13)
)

Functions

func Exit

func Exit()

func Height

func Height() float32

func LoadShader

func LoadShader(vertSrc, fragSrc string) *webgl.Program

func Open

func Open(title string, width, height int, fullscreen bool, r Responder)

func SetBg

func SetBg(color uint32)

func Width

func Width() float32

Types

type Assets

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

func NewAssets

func NewAssets() *Assets

func (*Assets) Get

func (a *Assets) Get(path string) Image

func (*Assets) Image

func (a *Assets) Image(path string)

func (*Assets) Load

func (a *Assets) Load(onFinish func())

type Batch

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

func NewBatch

func NewBatch(width, height float32) *Batch

func (*Batch) Begin

func (b *Batch) Begin()

func (*Batch) Draw

func (b *Batch) Draw(r lbricks.Drawable, x, y, originX, originY, scaleX, scaleY, rotation float32, color uint32, transparency float32)

func (*Batch) End

func (b *Batch) End()

func (*Batch) SetProjection

func (b *Batch) SetProjection(width, height float32)

type Clock

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

func NewClock

func NewClock(step float64) *Clock

func (*Clock) Delta

func (c *Clock) Delta() float32

func (*Clock) Fps

func (c *Clock) Fps() float32

func (*Clock) Tick

func (c *Clock) Tick()

func (*Clock) Time

func (c *Clock) Time() float32

type Font

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

func NewGridFont

func NewGridFont(texture *Texture, cellWidth, cellHeight int) *Font

func (*Font) Print

func (f *Font) Print(batch *Batch, text string, x, y float32, color uint32)

func (*Font) Put

func (f *Font) Put(batch *Batch, r rune, x, y float32, color uint32)

func (*Font) Remap

func (f *Font) Remap(mapping string)

type Image

type Image interface {
	Data() interface{}
	Width() int
	Height() int
}

func LoadImage

func LoadImage(data interface{}) Image

type ImageObject

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

func NewImageObject

func NewImageObject(img *image.NRGBA) *ImageObject

func (*ImageObject) Data

func (i *ImageObject) Data() interface{}

func (*ImageObject) Height

func (i *ImageObject) Height() int

func (*ImageObject) Width

func (i *ImageObject) Width() int

type Key

type Key int

type KeyAction

type KeyAction int

type Loader

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

func NewLoader

func NewLoader() *Loader

func (*Loader) Add

func (l *Loader) Add(name, url string)

func (*Loader) Image

func (l *Loader) Image(name string) *Texture

func (*Loader) Json

func (l *Loader) Json(name string) string

func (*Loader) Load

func (l *Loader) Load(onFinish func())

type Modifier

type Modifier int

type MouseAction

type MouseAction int

type Point

type Point struct {
	X, Y float32
}

func (*Point) Set

func (p *Point) Set(x, y float32)

func (*Point) SetTo

func (p *Point) SetTo(v float32)

type Region

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

func NewRegion

func NewRegion(texture *Texture, x, y, w, h int) *Region

func (*Region) Height

func (r *Region) Height() float32

func (*Region) Texture

func (r *Region) Texture() *webgl.Texture

func (*Region) View

func (r *Region) View() (float32, float32, float32, float32)

func (*Region) Width

func (r *Region) Width() float32

type Resource

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

type Responder

type Responder interface {
	Render()
	Resize(width, height int)
	Preload()
	Setup()
	Close()
	Update(dt float32)
	Mouse(x, y float32, action MouseAction)
	Scroll(amount float32)
	Key(key Key, modifier Modifier, action KeyAction)
	Type(char rune)
}

type Sprite

type Sprite struct {
	Position *Point
	Scale    *Point
	Anchor   *Point
	Rotation float32
	Color    uint32
	Alpha    float32
	Region   *Region
}

func NewSprite

func NewSprite(region *Region, x, y float32) *Sprite

func (*Sprite) Render

func (s *Sprite) Render(batch *Batch)

type Texture

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

func NewTexture

func NewTexture(img Image) *Texture

func (*Texture) Height

func (t *Texture) Height() float32

Height returns the height of the texture.

func (*Texture) Texture

func (t *Texture) Texture() *webgl.Texture

func (*Texture) View

func (r *Texture) View() (float32, float32, float32, float32)

func (*Texture) Width

func (t *Texture) Width() float32

Width returns the width of the texture.

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