func main() { // create a new frame buffer fb := screen.NewFrameBuffer() // turn on LEDs on the first row fb.SetPixel(0, 0, color.Red) fb.SetPixel(1, 0, color.Green) fb.SetPixel(2, 0, color.Blue) fb.SetPixel(3, 0, color.New(255, 0, 255)) // Magenta fb.SetPixel(4, 0, color.New(255, 255, 0)) // Yellow fb.SetPixel(5, 0, color.New(0, 255, 255)) // Cyan fb.SetPixel(6, 0, color.White) // draw gradients var c uint8 for x := 0; x < 8; x++ { c = uint8((x+1)*32 - 1) fb.SetPixel(x, 1, color.New(c, c, c)) fb.SetPixel(x, 2, color.New(c, 0, 0)) fb.SetPixel(x, 3, color.New(0, c, 0)) fb.SetPixel(x, 4, color.New(0, 0, c)) fb.SetPixel(x, 5, color.New(c, 0, c)) fb.SetPixel(x, 6, color.New(c, c, 0)) fb.SetPixel(x, 7, color.New(0, c, c)) } // draw the frame buffer to the screen screen.Draw(fb) // wait for Ctrl-C, then clear the screen quit := make(chan os.Signal, 1) signal.Notify(quit, syscall.SIGUSR1, syscall.SIGINT, syscall.SIGTERM) <-quit screen.Clear() }
// Load a texture from a PNG. func Load(name string) (*Texture, error) { f, err := os.Open(name) if err != nil { return nil, err } defer f.Close() img, _, err := image.Decode(f) if err != nil { return nil, err } b := img.Bounds().Size() tx := New(b.X, b.Y) for y := 0; y < b.Y; y++ { for x := 0; x < b.X; x++ { r, g, b, _ := img.At(x, y).RGBA() tx.Pixels[y*tx.width+x] = color.New(uint8(r>>8), uint8(g>>8), uint8(b>>8)) } } return tx, nil }