本文整理汇总了Golang中github.com/veandco/go-sdl2/sdl.Renderer.FillRect方法的典型用法代码示例。如果您正苦于以下问题:Golang Renderer.FillRect方法的具体用法?Golang Renderer.FillRect怎么用?Golang Renderer.FillRect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.FillRect方法的12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: Bake
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
}
示例2: 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3: 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4: 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5: Draw
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)
}
示例6: run
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
}
示例7: 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8: main
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()
}
示例9: 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10: 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11: 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
}
示例12: Render
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)
//.........这里部分代码省略.........