func run() int { var window *sdl.Window var renderer *sdl.Renderer var points []sdl.Point var rect sdl.Rect var rects []sdl.Rect window, err := sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_SHOWN) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err) return 1 } defer window.Destroy() renderer, err = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", err) return 2 } defer renderer.Destroy() renderer.Clear() renderer.SetDrawColor(255, 255, 255, 255) renderer.DrawPoint(150, 300) renderer.SetDrawColor(0, 0, 255, 255) renderer.DrawLine(0, 0, 200, 200) points = []sdl.Point{{0, 0}, {100, 300}, {100, 300}, {200, 0}} renderer.SetDrawColor(255, 255, 0, 255) renderer.DrawLines(points) rect = sdl.Rect{300, 0, 200, 200} renderer.SetDrawColor(255, 0, 0, 255) renderer.DrawRect(&rect) rects = []sdl.Rect{{400, 400, 100, 100}, {550, 350, 200, 200}} renderer.SetDrawColor(0, 255, 255, 255) renderer.DrawRects(rects) rect = sdl.Rect{250, 250, 200, 200} renderer.SetDrawColor(0, 255, 0, 255) renderer.FillRect(&rect) rects = []sdl.Rect{{500, 300, 100, 100}, {200, 300, 200, 200}} renderer.SetDrawColor(255, 0, 255, 255) renderer.FillRects(rects) renderer.Present() sdl.Delay(2000) return 0 }
func run() int { var window *sdl.Window var renderer *sdl.Renderer var texture *sdl.Texture var src, dst sdl.Rect var err error window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_SHOWN) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err) return 1 } defer window.Destroy() renderer, err = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", err) return 2 } defer renderer.Destroy() image, err := img.Load(imageName) if err != nil { fmt.Fprintf(os.Stderr, "Failed to load PNG: %s\n", err) return 3 } defer image.Free() texture, err = renderer.CreateTextureFromSurface(image) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create texture: %s\n", err) return 4 } defer texture.Destroy() src = sdl.Rect{0, 0, 512, 512} dst = sdl.Rect{100, 50, 512, 512} renderer.Clear() renderer.SetDrawColor(255, 0, 0, 255) renderer.FillRect(&sdl.Rect{0, 0, int32(winWidth), int32(winHeight)}) renderer.Copy(texture, &src, &dst) renderer.Present() sdl.Delay(2000) return 0 }
func main() { var window *sdl.Window var renderer *sdl.Renderer var texture *sdl.Texture var src, dst sdl.Rect window = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_SHOWN) if window == nil { fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", sdl.GetError()) os.Exit(1) } renderer = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) if renderer == nil { fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", sdl.GetError()) os.Exit(2) } image := img.Load(imageName) if image == nil { fmt.Fprintf(os.Stderr, "Failed to load PNG: %s\n", sdl.GetError()) os.Exit(3) } texture = renderer.CreateTextureFromSurface(image) if texture == nil { fmt.Fprintf(os.Stderr, "Failed to create texture: %s\n", sdl.GetError()) os.Exit(4) } src = sdl.Rect{0, 0, 512, 512} dst = sdl.Rect{100, 50, 512, 512} renderer.Clear() renderer.SetDrawColor(255, 0, 0, 255) renderer.FillRect(&sdl.Rect{0, 0, int32(winWidth), int32(winHeight)}) renderer.Copy(texture, &src, &dst) renderer.Present() sdl.Delay(2000) image.Free() texture.Destroy() renderer.Destroy() window.Destroy() }
func main() { var window *sdl.Window var renderer *sdl.Renderer var image *sdl.Surface var texture *sdl.Texture var src, dst sdl.Rect var err error window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_SHOWN) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err) os.Exit(1) } defer window.Destroy() renderer, err = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", err) os.Exit(2) } defer renderer.Destroy() image, err = sdl.LoadBMP(imageName) if err != nil { fmt.Fprintf(os.Stderr, "Failed to load BMP: %s\n", err) os.Exit(3) } defer image.Free() texture, err = renderer.CreateTextureFromSurface(image) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create texture: %s\n", err) os.Exit(4) } defer texture.Destroy() src = sdl.Rect{0, 0, 512, 512} dst = sdl.Rect{100, 50, 512, 512} renderer.Clear() renderer.Copy(texture, &src, &dst) renderer.Present() sdl.Delay(2000) }
func run(serverStr, name string) int { var window *sdl.Window var renderer *sdl.Renderer var running bool var event sdl.Event var inputState InputState url := "ws://" + serverStr origin := "http://" + serverStr ws, err := websocket.Dial(url, "", origin) if err != nil { fmt.Printf("%v\n", err) os.Exit(1) } window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_SHOWN) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err) return 1 } defer window.Destroy() renderer, err = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", err) return 2 } defer renderer.Destroy() renderer.Clear() websocket.Message.Send(ws, joinMessage(name)) running = true var data map[string]map[string][]map[string]interface{} decoder := msgpack.NewDecoder(ws) renderer.SetDrawColor(1, 1, 1, 255) renderer.Clear() for running { renderer.SetDrawColor(1, 1, 1, 255) renderer.Clear() newInputState := inputState for event = sdl.PollEvent(); event != nil; event = sdl.PollEvent() { switch event.(type) { case *sdl.QuitEvent: running = false case *sdl.KeyDownEvent: switch event.(*sdl.KeyDownEvent).Keysym.Sym { case sdl.K_ESCAPE: running = false case sdl.K_LEFT: newInputState.Left = true case sdl.K_RIGHT: newInputState.Right = true case sdl.K_UP: newInputState.Thrust = true } case *sdl.KeyUpEvent: switch event.(*sdl.KeyUpEvent).Keysym.Sym { case sdl.K_LEFT: newInputState.Left = false case sdl.K_RIGHT: newInputState.Right = false case sdl.K_UP: newInputState.Thrust = false } } } if !newInputState.IsSameAs(inputState) { websocket.Message.Send(ws, newInputState.Message()) inputState = newInputState } decoder.Decode(&data) for _, ship := range data["state"]["ships"] { colourhex, _ := hex.DecodeString(ship["colour"].(string)[1:7]) rot, _ := ship["rotation"].(float64) s := Ship{ Position: V2{float64(ship["x"].(int64)), float64(ship["y"].(int64))}, Size: 30, Rotation: rot, Doge: ship["doge"].(bool), } renderer.SetDrawColor(uint8(colourhex[0]), uint8(colourhex[1]), uint8(colourhex[2]), 255) renderer.DrawLines(s.Points()) } renderer.Present() } return 0 }
func (view *gameView) Render(renderer *sdl.Renderer, events *Events) { view.player.calculateMovement(events) // start each new frame by filling the frame black renderer.SetDrawColor(0, 0, 0, 0) renderer.Clear() // draw the player renderer.SetDrawColor(255, 0, 0, 255) playerSDLRect := view.player.rect.GetSDLRect() renderer.DrawRect(playerSDLRect) renderer.FillRect(playerSDLRect) // draw the players spinning weapon playerWeaponSDLRect := view.player.weapon.rect.GetSDLRect() renderer.DrawRect(playerWeaponSDLRect) renderer.FillRect(playerWeaponSDLRect) // destroyedMeteors is used to remove destroyed meteors outside // of looping through view.meteors to avoid out of range errors var destroyedMeteors []int // loop through the frames active meteors for i, meteor := range view.meteors { // move and draw and then reinsert the moved meteor meteor.move() enemySDLRect := meteor.rect.GetSDLRect() renderer.SetDrawColor(0, 255, 0, 255) renderer.DrawRect(enemySDLRect) renderer.FillRect(enemySDLRect) view.meteors[i] = meteor // if the player and meteor collide, end the game if view.player.rect.Colision(meteor.rect) { renderer.Present() log.Println("You died!") log.Println("Score:", view.score) sdl.Delay(1000) os.Exit(0) } // if the weapon and meteor collide, destroy it and update score if meteor.rect.Colision(view.player.weapon.rect) { destroyedMeteors = append(destroyedMeteors, i) view.score += 10 } // if the meteor is off screen, destroy it and update score if meteor.isOffScreen() { destroyedMeteors = append(destroyedMeteors, i) view.score++ } } // for each destroyed meteor, remove it from the meteors slice for _, i := range destroyedMeteors { view.meteors = append(view.meteors[:i], view.meteors[i+1:]...) } // present the updated frame to the player renderer.Present() // add new meteors depending on the difficulty and ticks since // last meteor was added if view.meteorTimer > 100 { newMeteor := spawnMeteor() view.meteors = append(view.meteors, newMeteor) view.meteorTimer = rand.Intn(30) + view.difficulty if view.difficulty < 60 { view.difficulty += 3 } } view.meteorTimer++ return }
func run() int { var window *sdl.Window var renderer *sdl.Renderer var points []sdl.Point var rect sdl.Rect var rects []sdl.Rect var err error sdl.Do(func() { window, err = sdl.CreateWindow(WindowTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, WindowWidth, WindowHeight, sdl.WINDOW_SHOWN) }) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err) return 1 } defer func() { sdl.Do(func() { window.Destroy() }) }() sdl.Do(func() { renderer, err = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) }) if err != nil { fmt.Fprint(os.Stderr, "Failed to create renderer: %s\n", err) return 2 } sdl.Do(func() { renderer.Clear() }) defer func() { sdl.Do(func() { renderer.Destroy() }) }() go func() { println("goroutine: A") }() sdl.Do(func() { renderer.SetDrawColor(255, 255, 255, 255) renderer.DrawPoint(150, 300) println("queue: A") }) go func() { println("goroutine: B") }() sdl.Do(func() { renderer.SetDrawColor(0, 0, 255, 255) renderer.DrawLine(0, 0, 200, 200) println("queue: B") }) go func() { println("goroutine: C") }() sdl.Do(func() { points = []sdl.Point{{0, 0}, {100, 300}, {100, 300}, {200, 0}} renderer.SetDrawColor(255, 255, 0, 255) renderer.DrawLines(points) println("queue: C") }) go func() { println("goroutine: D") }() sdl.Do(func() { rect = sdl.Rect{300, 0, 200, 200} renderer.SetDrawColor(255, 0, 0, 255) renderer.DrawRect(&rect) println("queue: D") }) go func() { println("goroutine: E") }() sdl.Do(func() { rects = []sdl.Rect{{400, 400, 100, 100}, {550, 350, 200, 200}} renderer.SetDrawColor(0, 255, 255, 255) renderer.DrawRects(rects) println("queue: E") }) go func() { println("goroutine: F") }() sdl.Do(func() { rect = sdl.Rect{250, 250, 200, 200} renderer.SetDrawColor(0, 255, 0, 255) renderer.FillRect(&rect) println("queue: F") }) go func() { println("goroutine: G") }() sdl.Do(func() { rects = []sdl.Rect{{500, 300, 100, 100}, {200, 300, 200, 200}} renderer.SetDrawColor(255, 0, 255, 255) renderer.FillRects(rects) println("queue: G") }) go func() { println("goroutine: H") }() sdl.Do(func() { renderer.Present() println("queue: H") }) sdl.Do(func() { sdl.Delay(2000) }) return 0 }
func run() int { var window *sdl.Window var renderer *sdl.Renderer var err error sdl.Do(func() { window, err = sdl.CreateWindow(WindowTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, WindowWidth, WindowHeight, sdl.WINDOW_OPENGL) }) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err) return 1 } defer func() { sdl.Do(func() { window.Destroy() }) }() sdl.Do(func() { renderer, err = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) }) if err != nil { fmt.Fprint(os.Stderr, "Failed to create renderer: %s\n", err) return 2 } defer func() { sdl.Do(func() { renderer.Destroy() }) }() sdl.Do(func() { renderer.Clear() }) for i := range rects { rects[i] = sdl.Rect{ X: int32(rand.Int() % WindowWidth), Y: int32(i * WindowHeight / len(rects)), W: RectWidth, H: RectHeight, } } running := true for running { sdl.Do(func() { for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() { switch event.(type) { case *sdl.QuitEvent: runningMutex.Lock() running = false runningMutex.Unlock() } } renderer.Clear() renderer.SetDrawColor(0, 0, 0, 0x20) renderer.FillRect(&sdl.Rect{0, 0, WindowWidth, WindowHeight}) }) // Do expensive stuff using goroutines wg := sync.WaitGroup{} for i := range rects { wg.Add(1) go func(i int) { rects[i].X = (rects[i].X + 10) % WindowWidth sdl.Do(func() { renderer.SetDrawColor(0xff, 0xff, 0xff, 0xff) renderer.DrawRect(&rects[i]) }) wg.Done() }(i) } wg.Wait() sdl.Do(func() { renderer.Present() sdl.Delay(1000 / FrameRate) }) } return 0 }