func main() { flag.Parse() v = game.NewVault() v.PlaceRoom(9, 0, 1) v.PlaceRoom(9, 1, 1) v.PlaceRoom(10, 1, 2) // setup transparency for sprites gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) app.Main(func(a app.App) { var sz size.Event for e := range a.Events() { switch e := app.Filter(e).(type) { case size.Event: sz = e case paint.Event: onPaint(sz) a.EndPaint(e) } } }) }
func main() { w, err := sdl2.NewWindow( "Hello", splish.Point{1920, 1080}, false, ) if err != nil { log.Fatal("NewWindow:", err) } v := game.NewVault() fmt.Println("wat") vr := basic.NewVaultRenderer(w, &v) fmt.Println("wat2") vr.Scene.View = splish.Rectangle{ splish.Point{0, 0}, splish.Point{1920 * 3, 1080 * 3}, } fmt.Println(vr.Scene.Background.Layers[0]) vr.SyncAndDraw() time.Sleep(2 * time.Second) }