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gamestate.go
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// This file is part of Xtownrider.
//
// Copyright © 2020 The Xtownrider Contributors
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
package main
import (
"github.com/veandco/go-sdl2/img"
"github.com/veandco/go-sdl2/sdl"
)
// gameState is a struct that stores current state of the game.
type gameState struct {
shouldQuit bool
window *sdl.Window
renderer *sdl.Renderer
entities []entity
}
// newGameState makes a new instance of gameState struct.
func newGameState() gameState {
var err error
gameState := gameState{}
err = sdl.Init(sdl.INIT_EVERYTHING)
if err != nil {
gameState.drop()
panic(err)
}
err = img.Init(img.INIT_PNG)
if err != nil {
gameState.drop()
panic(err)
}
gameState.window, err = sdl.CreateWindow(windowTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, windowWidth, windowHeight, sdl.WINDOW_SHOWN)
if err != nil {
gameState.drop()
panic(err)
}
gameState.renderer, err = sdl.CreateRenderer(gameState.window, -1, sdl.RENDERER_ACCELERATED|sdl.RENDERER_PRESENTVSYNC)
if err != nil {
gameState.drop()
panic(err)
}
gameState.entities = []entity{}
return gameState
}
// drop invokes Destroy on every SDL component.
func (gameState *gameState) drop() {
log(logTypeDebug, "Dropping gameState...")
if gameState.window != nil {
gameState.window.Destroy()
gameState.window = nil
}
if gameState.renderer != nil {
gameState.renderer.Destroy()
gameState.renderer = nil
}
sdl.Quit()
}