Cheat Sheet

This cheat sheet describes the essential APIs that are commonly used. For the complete list of the API, see the API reference.

Overview

Overview

General

ebiten.Game

type Game interface {
    // Update updates a game by one tick.
    Update() error

    // Draw draw the game screen. The given argument represents a screen image.
    Draw(screen *Image)

    // Layout accepts a native outside size in device-independent pixels and returns the game's logical
    // screen size. On desktops, the outside is a window or a monitor (fullscreen mode)
    //
    // Even though the outside size and the screen size differ, the rendering scale is automatically
    // adjusted to fit with the outside.
    //
    // You can return a fixed screen size if you don't care, or you can also return a calculated screen
    // size adjusted with the given outside size.
    Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int)
}

Game defines necessary functions for a game.

ebiten.RunGame

func RunGame(game Game) error

RunGame runs the game. game's Update is called every tick (1/60 [s] by default) and game's Draw is called every frame (typically 1/60[s] for 60Hz display). The argument (*Image) is the render target that represents the screen.

The Update and the Draw are not called when the window is unfocused by default. This setting is configurable with SetRunnableOnUnfocused.

RunGame returns error when 1) OpenGL error happens, 2) audio error happens or 3) f returns error. In the case of 3), RunGame returns the same error.

Don't call RunGame twice or more in one process.

The typical code with Game and RunGame is this:

// 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)
    }
}

ebiten.Run

Run is for backward compatibility and was replaced with RunGame.

ebitenutil.DebugPrint

func DebugPrint(image *ebiten.Image, str string)

(Defined at ebitenutil package)

DebugPrint draws the string str on the image on left top corner.

DebugPrint always returns nil.

Graphics

ebiten.Image

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

Image represents a rectangle set of pixels. The pixel format is alpha-premultiplied RGBA. Image implements image.Image.

ebiten.NewImage

func NewImage(width, height int) *Image

NewImage returns an empty image.

ebiten.NewImageFromImage

func NewImageFromImage(source image.Image) *Image

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

(*ebiten.Image).Clear

func (i *Image) Clear()

Clear resets the pixels of the image into 0.

(*ebiten.Image).Fill

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

Fill fills the image with a solid color.

(*ebiten.Image).Size

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

Size returns the size of the image.

(*ebiten.Image).SubImage

func (i *Image) SubImage(r image.Rectangle) image.Image

SubImage returns an image representing the portion of the image p visible through r. The returned value shares pixels with the original image.

The returned value is always *ebiten.Image.

If the image is disposed, SubImage returns nil.

In the current Ebitengine implementation, SubImage is available only as a rendering source.

(*ebiten.Image).DrawImage

func (i *Image) DrawImage(img *Image, options *DrawImageOptions)

DrawImage draws the given image on the image i.

DrawImage accepts the options. For details, see the document of DrawImageOptions.

DrawImage determines the part to draw, then DrawImage applies the geometry matrix and the color matrix.

For drawing, the pixels of the argument image at the time of this call is adopted. Even if the argument image is mutated after this call, the drawing result is never affected.

When the given image is as same as i, DrawImage panics.

DrawImage works more efficiently as batches when the successive calls of DrawImages satisfies the below conditions:

For more details, see Performance Tips.

ebiten.DrawImageOptions

type DrawImageOptions struct {
    // GeoM is a geometry matrix to draw.
    // The default (zero) value is identify, which draws the image at (0, 0).
    GeoM GeoM

    // ColorM is a color matrix to draw.
    // The default (zero) value is identity, which doesn't change any color.
    ColorM ColorM

    // CompositeMode is a composite mode to draw.
    // The default (zero) value is regular alpha blending.
    CompositeMode CompositeMode

    // Filter is a type of texture filter.
    // The default (zero) value is FilterNearest.
    Filter Filter
}

DrawImageOptions represents options to render an image on an image.

ebiten.Filter

type Filter int

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

const (
    // FilterNearest represents nearest (crisp-edged) filter
    FilterNearest

    // FilterLinear represents linear filter
    FilterLinear
)

ebiten.GeoM

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

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

The initial value is identity.

(*ebiten.GeoM).Translate

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

Translate translates the matrix by (tx, ty).

(*ebiten.GeoM).Scale

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

Scale scales the matrix by (x, y).

(*ebiten.GeoM).Rotate

func (g *GeoM) Rotate(theta float64)

Rotate rotates the matrix by theta. The unit is radian.

ebiten.ColorM

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

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

ColorM is applied to the straight 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.

(*ebiten.ColorM).Scale

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

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

(*ebiten.ColorM).Translate

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

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

(*ebiten.ColorM).ChangeHSV

func (c *ColorM) ChangeHSV(hueTheta float64, saturationScale float64, valueScale float64)

ChangeHSV changes HSV (Hue-Saturation-Value) values. hueTheta is a radian value to rotate hue. saturationScale is a value to scale saturation. valueScale is a value to scale value (a.k.a. brightness).

Input

ebiten.IsKeyPressed

func IsKeyPressed(key Key) bool

IsKeyPressed returns a boolean indicating whether key is pressed.

inpututil.IsKeyJustPressed

func IsKeyJustPressed(key ebiten.Key) bool

(Defined at inpututil package)

IsKeyJustPressed returns a boolean value indicating whether the given key is pressed just in the current frame.

ebiten.Key

type Key int

Key represents a keyboard key. These keys represent pysical keys of US keyboard. For example, KeyQ represents Q key on US keyboards and ' (quote) key on Dvorak keyboards.

const (
    KeyA Key
    KeyB
    KeyC
    KeyD
    KeyE
    KeyF
    KeyG
    KeyH
    KeyI
    KeyJ
    KeyK
    KeyL
    KeyM
    KeyN
    KeyO
    KeyP
    KeyQ
    KeyR
    KeyS
    KeyT
    KeyU
    KeyV
    KeyW
    KeyX
    KeyY
    KeyZ
    KeyAltLeft
    KeyAltRight
    KeyArrowDown
    KeyArrowLeft
    KeyArrowRight
    KeyArrowUp
    KeyBackquote
    KeyBackslash
    KeyBackspace
    KeyBracketLeft
    KeyBracketRight
    KeyCapsLock
    KeyComma
    KeyContextMenu
    KeyControlLeft
    KeyControlRight
    KeyDelete
    KeyDigit0
    KeyDigit1
    KeyDigit2
    KeyDigit3
    KeyDigit4
    KeyDigit5
    KeyDigit6
    KeyDigit7
    KeyDigit8
    KeyDigit9
    KeyEnd
    KeyEnter
    KeyEqual
    KeyEscape
    KeyF1
    KeyF2
    KeyF3
    KeyF4
    KeyF5
    KeyF6
    KeyF7
    KeyF8
    KeyF9
    KeyF10
    KeyF11
    KeyF12
    KeyHome
    KeyInsert
    KeyMetaLeft
    KeyMetaRight
    KeyMinus
    KeyPageDown
    KeyPageUp
    KeyPause
    KeyPeriod
    KeyPrintScreen
    KeyQuote
    KeyScrollLock
    KeySemicolon
    KeyShiftLeft
    KeyShiftRight
    KeySlash
    KeySpace
    KeyTab
    KeyAlt
    KeyControl
    KeyShift
    KeyMeta
)

(Note: Some keys like numpad keys are omitted from the above list.)

ebiten.CursorPosition

func CursorPosition() (x, y int)

CursorPosition returns a position of a mouse cursor.

ebiten.IsMouseButtonPressed

func IsMouseButtonPressed(mouseButton MouseButton) bool

IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.

inpututil.IsMouseButtonJustPressed

func IsMouseButtonJustPressed(button ebiten.MouseButton) bool

(Defined at inpututil package)

IsMouseButtonJustPressed returns a boolean value indicating whether the given mouse button is pressed just in the current frame.

ebiten.MouseButton

type MouseButton int

MouseButton represents a mouse button.

const (
    MouseButtonLeft MouseButton
    MouseButtonRight
    MouseButtonMiddle
)