Move all engine stuff to GoRetro. Still many interactions between game and engine code that there should not be.

This commit is contained in:
stevenhowes
2022-01-03 22:13:34 +00:00
commit 4d1ab58ca4
19 changed files with 976 additions and 0 deletions
+53
View File
@@ -0,0 +1,53 @@
package GoRetro
import (
"fmt"
"github.com/veandco/go-sdl2/sdl"
)
var TexList map[string]*sdl.Texture
func drawTexture(
tex *sdl.Texture,
position Vector,
rotation float64,
renderer *sdl.Renderer) error {
_, _, width, height, err := tex.Query()
if err != nil {
return fmt.Errorf("querying texture: %v", err)
}
// Convert coordinates to the top left of the sprite
position.X -= float64(width) / 2.0
position.Y -= float64(height) / 2.0
return renderer.CopyEx(
tex,
&sdl.Rect{X: 0, Y: 0, W: width, H: height},
&sdl.Rect{X: int32(position.X), Y: int32(position.Y), W: width, H: height},
rotation,
&sdl.Point{X: width / 2, Y: height / 2},
sdl.FLIP_NONE)
}
func loadTextureFromBMP(filename string, renderer *sdl.Renderer) (*sdl.Texture, error) {
if val, ok := TexList[filename]; ok {
return val, nil
}
img, err := sdl.LoadBMP(filename)
if err != nil {
return nil, fmt.Errorf("loading %v: %v", filename, err)
}
defer img.Free()
tex, err := renderer.CreateTextureFromSurface(img)
if err != nil {
return nil, fmt.Errorf("creating texture from %v: %v", filename, err)
}
TexList[filename] = tex
fmt.Printf("Caching %s\n", filename)
return tex, nil
}