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Refactor into cmd, engine and game packages to make the code more clear

This commit is contained in:
Henrik Hautakoski 2025-08-13 14:55:59 +02:00
parent ebf8e820f1
commit dd37379bc5
9 changed files with 6 additions and 6 deletions

28
engine/render/tile.go Normal file
View file

@ -0,0 +1,28 @@
package render
import (
"pacman/game/assets"
rl "github.com/gen2brain/raylib-go/raylib"
)
// DrawTile draws a single tile at the specified tile coordinates (x, y).
//
// The coordinates are in tile space, not pixels. The top-left tile is (0, 0),
// and the bottom-right is (27, 35) given the fixed resolution and tile size.
//
// The appearance of the tile is determined by the provided assets.Tile value.
func DrawTile(x, y uint8, tile assets.Tile) {
px := int32(x) * TileSize
py := int32(y) * TileSize
// For now, just draw simple circles and rectangles.
switch tile {
case assets.TILE_PELLET:
rl.DrawCircle(px+(TileSize/2), py+(TileSize/2), 1, rl.Beige)
case assets.TILE_POWER_PELLET:
rl.DrawCircle(px+(TileSize/2), py+(TileSize/2), 2, rl.Beige)
case assets.TILE_WALL:
rl.DrawRectangle(px, py, TileSize, TileSize, rl.DarkBlue)
}
}