func (gb *GUIBlock) Bake(renderer *sdl.Renderer) *sdl.Texture { finalTxtr, _ := renderer.CreateTexture(sdl.PIXELFORMAT_RGBA8888, sdl.TEXTUREACCESS_TARGET, 800, 600) originalTarget := renderer.GetRenderTarget() renderer.SetRenderTarget(finalTxtr) defer renderer.SetRenderTarget(originalTarget) renderer.SetDrawColor(1, 1, 1, 0) renderer.FillRect(gb.Pos) for _, el := range gb.Elements { println("Baking: ") println(el.Layer, el.Pos.X, el.Pos.Y) renderer.SetDrawColor(el.BGColor.R, el.BGColor.G, el.BGColor.B, el.BGColor.A) renderer.FillRect(el.Pos) for _, txt := range el.Texts { texture, W, H := txt.Bake(renderer) renderer.Copy( texture, &sdl.Rect{0, 0, W, H}, &sdl.Rect{el.Pos.X + txt.RelPos.X, el.Pos.Y + txt.RelPos.Y, W, H}) } } finalTxtr.SetBlendMode(sdl.BLENDMODE_BLEND) finalTxtr.SetAlphaMod(216) return finalTxtr }
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 (d *drawable) Draw(r *sdl.Renderer) { // Fill if d.fill { SetDrawColor(r, d.fill_color) r.FillRect(&sdl.Rect{d.X, d.Y, d.W, d.H}) } // Draw bounds SetDrawColor(r, d.border_color) r.DrawRect(&sdl.Rect{d.X, d.Y, d.W, d.H}) }
func main() { var window *sdl.Window var renderer *sdl.Renderer var points []sdl.Point var rect sdl.Rect var rects []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) } 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) renderer.Destroy() window.Destroy() }
func (d *RectDrawer) Draw(r *sdl.Renderer, offsetX, offsetY int32) error { if err := r.SetDrawColor(d.r, d.g, d.b, d.a); err != nil { return err } rect := &sdl.Rect{ X: d.x + offsetX, Y: d.y + offsetY, W: d.w, H: d.h, } return r.FillRect(rect) }
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 Draw(r *sdl.Renderer, g *grid.Grid) { g.EachRoom(func(room *grid.Room) { x := int32(room.X) * pixelSize * roomSize y := int32(room.Y) * pixelSize * roomSize width := roomSize * pixelSize height := roomSize * pixelSize rect := &sdl.Rect{x, y, width, height} if room.Blocked { r.FillRect(rect) } else { r.DrawRect(rect) } }) }
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 (t *Rect) Draw(renderer *sdl.Renderer) { renderer.SetDrawColor(t.r, t.g, t.b, t.a) renderer.FillRect(t.Rect) renderer.DrawRect(t.Rect) }
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 }
func (s *Scene) Render(renderer *sdl.Renderer) { // Empty CullM s.CullM.Zero() var init int32 = 0 var Source *sdl.Rect var ofX, ofY int32 = tileSize, tileSize renderer.SetDrawColor(0, 0, 0, 255) // Rendering the map for sh := init; sh < s.Window.Height; sh += ofY { for sw := init; sw < s.Window.Width; sw += ofX { ofX = (tileSize - ((s.Cam.WX + sw) % tileSize)) ofY = (tileSize - ((s.Cam.WY + sh) % tileSize)) var worldCellX uint16 = uint16((s.Cam.WX + sw) / tileSize) var worldCellY uint16 = uint16((s.Cam.WY + sh) / tileSize) // Draw black box for out of bounds areas if worldCellX < 0 || worldCellX > s.WidthCells || worldCellY < 0 || worldCellY > s.HeightCells { renderer.FillRect(&sdl.Rect{sw, sh, ofX, ofY}) continue } rect := Object{ Pos: sdl.Rect{sw, sh, ofX, ofY}, } for _, gfx := range s.World[worldCellX][worldCellY].Gfxs { if gfx != nil { if gfx.Txtr == nil { continue } if ofX != int32(tileSize) || ofY != int32(tileSize) { Source = &sdl.Rect{gfx.Source.X + (tileSize - ofX), gfx.Source.Y + (tileSize - ofY), ofX, ofY} } else { Source = gfx.Source } renderer.Copy(s.TsTxt, Source, &rect.Pos) } } // Updating CullM with SOLID/COLLIDABLE terrain types if s.World[worldCellX][worldCellY].Coll { // fabricate fake SOL obj tempO := &Object{ Pos: rect.Pos, Gfx: nil, Type: SOL, } s.CullM.Add(tempO, s) } } } // Rendering the enemies for _, e := range s.Enemies { in, e_pos := s.CullM.Add(e, s) if in { renderer.Copy(s.SsTxt, e.GetPose(), &e_pos) } } // Rendering the player character pos := WorldToScreen(s.PC.Pos, s.Cam) renderer.Copy(s.SsTxt, s.PC.GetPose(), &pos) // Rendering FRAME RATE COUNTER fps := fmt.Sprintf("%v", s.GetFPS()) surface, _ := s.Font.RenderUTF8_Solid(fps, sdl.Color{255, 255, 255, 255}) defer surface.Free() txtr, _ := renderer.CreateTextureFromSurface(surface) defer txtr.Destroy() renderer.Copy(txtr, &sdl.Rect{0, 0, surface.W, surface.H}, &sdl.Rect{0, 0, surface.W, surface.H}) // Rendering Game Objects for _, obj := range s.Objects { in, obj_pos := s.CullM.Add(obj, s) if in { renderer.SetDrawColor(255, 0, 0, 125) renderer.FillRect(&obj_pos) } } // Rendering GUI Blocks for _, gb := range s.GUIBlocks { renderer.Copy(gb.Baked, gb.Pos, gb.Pos) } renderer.Present() }