func onPaint(glctx gl.Context, sz size.Event) { glctx.ClearColor(1, 1, 1, 1) glctx.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(startTime) * 60 / time.Second) game.Update(now) eng.Render(scene, now, sz) }
func onPaint(glctx gl.Context, sz size.Event) { glctx.ClearColor(1, 1, 1, 1) // white background glctx.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(startTime) * 60 / time.Second) eng.Render(scene, now, sz) fps.Draw(sz) }
func onPaint(glctx gl.Context, sz size.Event) { glctx.ClearColor(1, 1, 1, 1) // クリアする色 glctx.Clear(gl.COLOR_BUFFER_BIT) // 塗りつぶし? now := clock.Time(time.Since(startTime) * 60 / time.Second) // 60FramePerSecで計算し、現在のフレームを計算する game.Update(now) eng.Render(scene, now, sz) }
func main() { app.Main(func(a app.App) { var c event.Config var eng *WritableEngine var root *sprite.Node startClock := time.Now() for e := range a.Events() { switch e := event.Filter(e).(type) { case event.Config: c = e case event.Draw: if eng == nil || root == nil { eng = NewWritableEngine( glsprite.Engine(), image.Rect(0, 0, int(c.Width.Px(c.PixelsPerPt)), int(c.Height.Px(c.PixelsPerPt))), color.White, ) root = loadScene(eng, loadTextures(eng)) go listen(eng, ":8080") } now := clock.Time(time.Since(startClock) * 60 / time.Second) gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Enable(gl.BLEND) gl.BlendEquation(gl.FUNC_ADD) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) if eng != nil && root != nil { eng.Render(root, now, c) } a.EndDraw() } } }) }
func onPaint(glctx gl.Context, sz size.Event) { glctx.ClearColor(0, 0, 0, 1) glctx.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(startTime) * 60 / time.Second) eng.Render(scene, now, sz) log.Draw(sz) }
func (e *Engine) Render(sz size.Event) { gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(e.startTime) * 60 / time.Second) e.arranger.sz = &sz e.eng.Render(e.scene, now, sz) }
func draw(c event.Config) { secondsFromStart := time.Since(startTime) * 60 / time.Second now := clock.Time(secondsFromStart) currentBottomRight := geom.Point{c.Width, c.Height} if bottomRight == nil || currentBottomRight != *bottomRight { bottomRight = ¤tBottomRight log.Printf("Device Sizing: %vx%v PixelsPerPt:%v", c.Width, c.Height, c.PixelsPerPt, ) } if fullScene == nil { fullScene = setupScene(c.Width, c.Height, secondsFromStart) } gl.ClearColor(0, 0, 0, 0) gl.Clear(gl.COLOR_BUFFER_BIT) eng.Render(fullScene, now, c) debug.DrawFPS(c) }
func onPaint(sz size.Event) { if scene == nil { loadScene(sz) } gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(startTime) * 60 / time.Second) eng.Render(scene, now, sz) }
func onPaint() { if scene == nil { loadScene() } gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(startTime) * 60 / time.Second) eng.Render(scene, now, cfg) debug.DrawFPS(cfg) }
func draw(c event.Config) { if scene == nil { loadScene(c) } gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(startTime) * 60 / time.Second) eng.Render(scene, now, c) debug.DrawFPS(c) }
func onPaint(e size.Event) { if scene == nil { loadScene() } gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(start) * 60 / time.Second) eng.Render(scene, now, e) if *dbg { debug.DrawFPS(e) } }
func onPaint(sz size.Event) { if scene == nil { images = glutil.NewImages() fps = debug.NewFPS(images) eng = glsprite.Engine(images) loadScene() } gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(startTime) * 60 / time.Second) eng.Render(scene, now, sz) fps.Draw(sz) }
func (self *GLPeer) Update() { if self.glctx == nil { return } self.glctx.ClearColor(1, 1, 1, 1) // white background self.glctx.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(startTime) * 60 / time.Second) self.apply() self.eng.Render(self.scene, now, sz) self.fps.Draw(sz) }
func onPaint(glctx gl.Context, sz size.Event, u *uistate.UIState) { if u.CurView == uistate.None { u.ScanChan = make(chan bool) go sync.ScanForSG(u.Ctx, u.ScanChan, u) view.LoadDiscoveryView(u) } glctx.ClearColor(1, 1, 1, 1) glctx.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(u.StartTime) * 60 / time.Second) u.Eng.Render(u.Scene, now, sz) if u.Debug { fps.Draw(sz) } }
func onPaint(c config.Event) { if !started { touchLoc = geom.Point{c.Width / 2, c.Height / 2} started = true } if scene == nil { loadScene() } gl.ClearColor(242/255.0, 240/255.0, 217/255.0, 1) // gophercon bg color gl.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(startClock) * 60 / time.Second) eng.Render(scene, now, c) debug.DrawFPS(c) }
func draw(c event.Config) { if scene == nil { loadScene(c) } now := clock.Time(time.Since(startClock) * 60 / time.Second) if now == lastClock { return } lastClock = now gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) eng.Render(scene, now, c) //debug.DrawFPS() }
func draw(c config.Event) { secondsFromStart := time.Since(startTime) * 60 / time.Second now := clock.Time(secondsFromStart) if screenWidth == nil || *screenWidth != c.WidthPt { screenWidth = &c.WidthPt log.Printf("Device Sizing: %vx%v PixelsPerPt:%v", c.WidthPt, c.HeightPt, c.PixelsPerPt, ) } if fullScene == nil { fullScene = setupScene(c.WidthPt, c.HeightPt, secondsFromStart) } gl.ClearColor(0, 0, 0, 0) gl.Clear(gl.COLOR_BUFFER_BIT) eng.Render(fullScene, now, c) debug.DrawFPS(c) }
"golang.org/x/mobile/exp/sprite/clock" "golang.org/x/mobile/exp/sprite/glsprite" "golang.org/x/mobile/gl" ) type State int const ( stateStart State = iota stateRunning stateEnd ) var ( startClock = time.Now() lastClock = clock.Time(-1) state State = stateStart eng = glsprite.Engine() scene *sprite.Node player *audio.Player texs map[string]sprite.SubTex scale float32 x0 float32 y0 float32 )