func runGameLoop(window *glfw.Window) { for !window.ShouldClose() { // update objects updateObjects() // hit detection hitDetection() // --------------------------------------------------------------- // draw calls gl.Clear(gl.COLOR_BUFFER_BIT) drawCurrentScore() drawHighScore() if isGameWon() { drawWinningScreen() } else if isGameLost() { drawGameOverScreen() } // draw everything 9 times in a 3x3 grid stitched together for seamless clipping for x := -1.0; x < 2.0; x++ { for y := -1.0; y < 2.0; y++ { gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.Translated(gameWidth*x, gameHeight*y, 0) drawObjects() gl.PopMatrix() } } gl.Flush() window.SwapBuffers() glfw.PollEvents() // switch resolution if altEnter { window.Destroy() fullscreen = !fullscreen var err error window, err = initWindow() if err != nil { panic(err) } altEnter = false gl.LineWidth(1) if fullscreen { gl.LineWidth(2) } } } }