func DrawLine(_red, _green, _blue, _alpha uint8, _x1, _y1, _x2, _y2 int) { sdl.SetRenderDrawColor(g_game.renderer, _red, _green, _blue, _alpha) sdl.SetRenderDrawBlendMode(g_game.renderer, sdl.BLENDMODE_BLEND) sdl.RenderDrawLine(g_game.renderer, _x1, _y1, _x2, _y2) sdl.SetRenderDrawBlendMode(g_game.renderer, sdl.BLENDMODE_NONE) sdl.SetRenderDrawColor(g_game.renderer, 0, 0, 0, 255) }
func DrawRect(_rect *Rect, _red, _green, _blue, _alpha uint8) { sdl.SetRenderDrawColor(g_game.renderer, _red, _green, _blue, _alpha) sdl.SetRenderDrawBlendMode(g_game.renderer, sdl.BLENDMODE_BLEND) sdl.RenderDrawRect(g_game.renderer, *_rect.toSDL()) sdl.SetRenderDrawBlendMode(g_game.renderer, sdl.BLENDMODE_NONE) sdl.SetRenderDrawColor(g_game.renderer, 0, 0, 0, 255) }
func DrawCircle(_x, _y, _radius int, _red, _green, _blue, _alpha uint8) { sdl.SetRenderDrawColor(g_game.renderer, _red, _green, _blue, _alpha) sdl.SetRenderDrawBlendMode(g_game.renderer, sdl.BLENDMODE_BLEND) for y := _y - _radius; y <= _y+_radius; y++ { for x := _x - _radius; x <= _x+_radius; x++ { if int(math.Hypot(float64(x-_x), float64(y-_y))) == _radius { sdl.RenderDrawPoint(g_game.renderer, x, y) } } } sdl.SetRenderDrawBlendMode(g_game.renderer, sdl.BLENDMODE_NONE) sdl.SetRenderDrawColor(g_game.renderer, 0, 0, 0, 255) }