本文整理汇总了Golang中github.com/veandco/go-sdl2/sdl.Renderer.DrawRect方法的典型用法代码示例。如果您正苦于以下问题:Golang Renderer.DrawRect方法的具体用法?Golang Renderer.DrawRect怎么用?Golang Renderer.DrawRect使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类github.com/veandco/go-sdl2/sdl.Renderer
的用法示例。
在下文中一共展示了Renderer.DrawRect方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: run
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
}
示例2: Draw
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})
}
示例3: main
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()
}
示例4: Draw
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)
}
})
}
示例5: Render
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
}
示例6: run
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")
//.........这里部分代码省略.........
示例7: run
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
}