func (p *Piece) render(screen *sdl.Surface) { if p == nil { return } for i := 0; i < 4; i++ { x := p.pos.x + p.tet.position[p.rot][i].x y := p.pos.y + p.tet.position[p.rot][i].y rect := sdl.Rect{ int16(x * PixPerBrick), int16(y * PixPerBrick), uint16(PixPerBrick), uint16(PixPerBrick)} screen.FillRect(&rect, colorToUint32(colorTable[p.tet.color])) } }
func (p *Playfield) render(screen *sdl.Surface) { screen.FillRect(nil, 0x000000) for j := 0; j < p.height; j++ { for i := 0; i < p.width; i++ { color := p.at(i, j) if color != 0 { rect := sdl.Rect{ int16(i * PixPerBrick), int16(j * PixPerBrick), uint16(PixPerBrick), uint16(PixPerBrick)} screen.FillRect(&rect, colorToUint32(colorTable[color])) } } } }