func gameloop(screen *sdl.Surface) { gc := &GameContext{screen, 320, 16} for { e := sdl.WaitEvent() screen.FillRect(nil, 0x0) gc.drawFloor() gc.drawPlayer() gc.drawObjects() switch re := e.(type) { case *sdl.QuitEvent: return case *sdl.MouseMotionEvent: screen.FillRect(&sdl.Rect{ int16(re.X), int16(re.Y), 50, 50}, 0xffffff) screen.Blit(&sdl.Rect{ int16(re.X), int16(re.Y), 0, 0}, playerTexture, nil) fmt.Println(re.X, re.Y) case *sdl.KeyboardEvent: if re.Type == sdl.KEYDOWN { keyname := sdl.GetKeyName(sdl.Key(re.Keysym.Sym)) fmt.Println("pressed:", keyname) switch keyname { case "right": gc.moveRight() case "left": gc.moveLeft() case "q": return } } else if re.Type == sdl.KEYUP { gc.resetPlayerSpeed() } default: //fmt.Println("What the heck?!") } gc.Dump() screen.Flip() } }