func (s *Spoils) Blit(surface *sdl.Surface) { switch s.Type { case SP_HEART: surface.Blit(&sdl.Rect{int16(s.X - s.W/2), int16(s.Y - s.H/2), 0, 0}, IM.Misc[0], nil) case SP_UPGRADE: surface.FillRect(&sdl.Rect{int16(s.X - s.W/2), int16(s.Y - s.H/2), 10, 10}, uint32(s.Frame)) s.Frame = s.Frame*s.Frame + 1 if s.Frame > 0xFFFFFF { s.Frame = 0 } } }
func BlitHeartsAndTimer(surface *sdl.Surface, antal int, t GameTime) { x := 18*BOXSIZE + 10 y := 5 for i := 0; i < antal; i++ { surface.Blit(&sdl.Rect{int16(x), int16(i*30 + y), 0, 0}, IM.Misc[0], nil) } max := t.End - t.Start nu := t.End - now() if nu <= 0 { return } surface.FillRect(&sdl.Rect{int16(x + BOXSIZE), 5 + BOXSIZE, 15, uint16((200 * nu) / max)}, 0xFFFFFF) }
func Refresh(surface *sdl.Surface) { surface.FillRect(&sdl.Rect{0, 0, SCREENWIDTH, SCREENHEIGHT}, 0x000000) }
func (l *ScreenObject) Blit(surface *sdl.Surface) { if l == selected { surface.FillRect(&sdl.Rect{int16(l.X - l.W/2), int16(l.Y - l.H/2), uint16(l.W), uint16(l.H)}, 0xFFFFFF) } surface.Blit(&sdl.Rect{int16(l.X - l.W/2), int16(l.Y - l.H/2), 0, 0}, l.image(), nil) }