tcod

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Published: Nov 25, 2020 License: MIT Imports: 6 Imported by: 0

README

tcod-go

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tcod-go is a wrapper of the libtcod library to the Go language.

Installation

  • You must have the libtcod library already installed. This can be done by following the instructions in that repo.
  • You must also have the SDL2 development files installed. You can get them from your package manager or directly from the website, but if you are compiling libtcod from source, you should already have them.
  • Finally, you also need pkg-config to find the above packages.

Assuming you have the go executable in your PATH and you have set up the GOPATH environment variable, simply run:

go get -v "github.com/Joakker/tcod-go"

and go should do everything else for you.

Unlike the C library, this binding provides a default font image, so you don't need to provide your own.

Minimal Program

Copy this into your text editor of choice and go run it

package main

import (
    "log"

    "github.com/Joakker/tcod-go"
    "github.com/Joakker/tcod-go/tinput"
)

func main() {
    root, err := tcod.InitRoot(80, 50, "The adventures of Go", false, tcod.RenderSDL2)

    if err != nil {
        log.Fatal(err)
    }

    i := tinput.NewInput()

    for !tcod.WindowClosed() {
        i.Check()
        root.Clear()
            root.PrintFrame(0, 0, 80, 50, false, "The adventures of Go")
        tcod.Flush()
    }
}

You should get something more or less like this:

example

In the future there should be a complete tutorial in this repo's wiki.

Contributing

Pull requests are not only welcome but encouraged. I started working on this project very recently, so there is still a lot to be done, and even more I may be overlooking.

License

See here

Documentation

Overview

Package tcod provides a wrapper around the libtcod C library. Libtcod is a roguelike making toolkit. It provides utilities for emulating an ascii art console. It also offers toolkits for common roguelike operations, like bsp trees, line-of-sight, and pathfinding calculations.

Prerequisites

This library requires you to have the libtcod C library already installed on your system, as it depends on being able to link the -ltcod library.

Minimal Program

package main

import (
	"log"

	"github.com/Joakker/tcod-go"
	"github.com/Joakker/tcod-go/tinput"
)

const (
	Width  = 80
	Height = 50
	Title  = "The Adventures of Go"
)

func main() {
	// Initialize the game window, also known as the root console
	root, err := tcod.InitRoot(Width, Height, Title, false, tcod.RenderSDL2)

	// Check if we actually have a window, otherwise present the
	// error to the user and exit with code 1
	if err != nil {
		log.Fatal(err)
	}

	// This struct lets us survey window events
	input := tinput.Input{}

	// Continue while the user hasn't requested the window to close
	for !tcod.WindowClosed() {
		// First check for user input
		input.Check()
		// Then wipe clean the game window
		root.Clear()
			// Paint a frame around the window, with a specified title
			// at the top
			root.PrintFrame(0, 0, 80, 50, true, Title)
		// Finally, present the changes to the user
		tcod.Flush()
	}
}

Index

Constants

This section is empty.

Variables

View Source
var (
	// Black color
	Black = Color{R: 0x14, G: 0x0c, B: 0x1c}
	// Purple color
	Purple = Color{R: 0x44, G: 0x24, B: 0x34}
	// Blue color
	Blue = Color{R: 0x30, G: 0x34, B: 0x6d}
	// Grey color
	Grey = Color{R: 0x4e, G: 0x4a, B: 0x4e}
	// Brown color
	Brown = Color{R: 0x85, G: 0x4c, B: 0x30}
	// Green color
	Green = Color{R: 0x34, G: 0x65, B: 0x24}
	// Red color
	Red = Color{R: 0xd0, G: 0x46, B: 0x48}
	// Orange color
	Orange = Color{R: 0xd2, G: 0x7d, B: 0x2c}
	// Pink color
	Pink = Color{R: 0xd2, G: 0xaa, B: 0x99}
	// Cyan color
	Cyan = Color{R: 0x6d, G: 0xc2, B: 0xca}
	// Yellow color
	Yellow = Color{R: 0xda, G: 0xd4, B: 0x5e}
	// White color
	White = Color{R: 0xde, G: 0xee, B: 0xd6}
	// LightGrey color
	LightGrey = Color{R: 0x85, G: 0x95, B: 0xa1}
	// LightGreen color
	LightGreen = Color{R: 0x6d, G: 0xaa, B: 0x2c}
	// LightCyan color
	LightCyan = Color{R: 0x75, G: 0x71, B: 0x61}
	// LightBlue color
	LightBlue = Color{R: 0x59, G: 0x7d, B: 0xce}
)
View Source
var (
	// CharHLine is char wall HLine
	CharHLine byte = C.TCOD_CHAR_HLINE
	// CharVLine is char wall VLine
	CharVLine byte = C.TCOD_CHAR_VLINE
	// CharNE is char wall NE
	CharNE byte = C.TCOD_CHAR_NE
	// CharNW is char wall NW
	CharNW byte = C.TCOD_CHAR_NW
	// CharSE is char wall SE
	CharSE byte = C.TCOD_CHAR_SE
	// CharSW is char wall SW
	CharSW byte = C.TCOD_CHAR_SW
	// CharTeeW is char wall TeeW
	CharTeeW byte = C.TCOD_CHAR_TEEW
	// CharTeeE is char wall TeeE
	CharTeeE byte = C.TCOD_CHAR_TEEE
	// CharTeeN is char wall TeeN
	CharTeeN byte = C.TCOD_CHAR_TEEN
	// CharTeeS is char wall TeeS
	CharTeeS byte = C.TCOD_CHAR_TEES

	// CharDHLine is char double wall HLine
	CharDHLine byte = C.TCOD_CHAR_DHLINE
	// CharDVLine is char double wall VLine
	CharDVLine byte = C.TCOD_CHAR_DVLINE
	// CharDNE is char double wall NE
	CharDNE byte = C.TCOD_CHAR_DNE
	// CharDNW is char double wall NW
	CharDNW byte = C.TCOD_CHAR_DNW
	// CharDSE is char double wall SE
	CharDSE byte = C.TCOD_CHAR_DSE
	// CharDSW is char double wall SW
	CharDSW byte = C.TCOD_CHAR_DSW
	// CharDTeeW is char double wall TeeW
	CharDTeeW byte = C.TCOD_CHAR_DTEEW
	// CharDTeeE is char double wall TeeE
	CharDTeeE byte = C.TCOD_CHAR_DTEEE
	// CharDTeeN is char double wall TeeN
	CharDTeeN byte = C.TCOD_CHAR_DTEEN
	// CharDTeeS is char double wall TeeS
	CharDTeeS byte = C.TCOD_CHAR_DTEES

	// CharCheckBoxSet is char CheckBox Set
	CharCheckBoxSet byte = C.TCOD_CHAR_CHECKBOX_SET
	// CharCheckBoxUnset is char CheckBox Unset
	CharCheckBoxUnset byte = C.TCOD_CHAR_CHECKBOX_UNSET
	// CharRadioSet is char Radio Set
	CharRadioSet byte = C.TCOD_CHAR_RADIO_SET
	// CharRadioUnset is char Radio Unset
	CharRadioUnset byte = C.TCOD_CHAR_RADIO_UNSET

	// CharSubpNW char subpixel NW
	CharSubpNW byte = C.TCOD_CHAR_SUBP_NW
	// CharSubpNE char subpixel NE
	CharSubpNE byte = C.TCOD_CHAR_SUBP_NE
	// CharSubpSW char subpixel SW
	CharSubpSW byte = C.TCOD_CHAR_SUBP_SW
	// CharSubpSE char subpixel SE
	CharSubpSE byte = C.TCOD_CHAR_SUBP_SE
	// CharSubpDiag char subpixel Diag
	CharSubpDiag byte = C.TCOD_CHAR_SUBP_DIAG
	// CharSubpN char subpixel N
	CharSubpN byte = C.TCOD_CHAR_SUBP_N
	// CharSubpE char subpixel E
	CharSubpE byte = C.TCOD_CHAR_SUBP_E

	// CharBlock1 char block 1
	CharBlock1 byte = C.TCOD_CHAR_BLOCK1
	// CharBlock2 char block 2
	CharBlock2 byte = C.TCOD_CHAR_BLOCK2
	// CharBlock3 char block 3
	CharBlock3 byte = C.TCOD_CHAR_BLOCK3

	// CharArrowN char arrow N
	CharArrowN byte = C.TCOD_CHAR_ARROW_N
	// CharArrowE char arrow E
	CharArrowE byte = C.TCOD_CHAR_ARROW_E
	// CharArrowS char arrow S
	CharArrowS byte = C.TCOD_CHAR_ARROW_S
	// CharArrowW char arrow W
	CharArrowW byte = C.TCOD_CHAR_ARROW_W

	// CharArrowNTN is char arrow no tail N
	CharArrowNTN byte = C.TCOD_CHAR_ARROW2_N
	// CharArrowNTE is char arrow no tail E
	CharArrowNTE byte = C.TCOD_CHAR_ARROW2_E
	// CharArrowNTS is char arrow no tail S
	CharArrowNTS byte = C.TCOD_CHAR_ARROW2_S
	// CharArrowNTW is char arrow no tail W
	CharArrowNTW byte = C.TCOD_CHAR_ARROW2_W

	// CharCross is char Cross
	CharCross byte = C.TCOD_CHAR_CROSS
	// CharHeart is char Heart
	CharHeart byte = C.TCOD_CHAR_HEART
	// CharDiamond is char Diamond
	CharDiamond byte = C.TCOD_CHAR_DIAMOND
	// CharClub is char Club
	CharClub byte = C.TCOD_CHAR_CLUB
	// CharSpade is char Spade
	CharSpade byte = C.TCOD_CHAR_SPADE
	// CharMale is char Male
	CharMale byte = C.TCOD_CHAR_MALE
	// CharFemale is char Female
	CharFemale byte = C.TCOD_CHAR_FEMALE
	// CharLight is char Light
	CharLight byte = C.TCOD_CHAR_LIGHT
	// CharPilcrow is char Pilcrow
	CharPilcrow byte = C.TCOD_CHAR_PILCROW
	// CharSection is char Section
	CharSection byte = C.TCOD_CHAR_SECTION
	// CharPound is char Pound
	CharPound byte = C.TCOD_CHAR_POUND
	// CharMultiplication is char Multiplication
	CharMultiplication byte = C.TCOD_CHAR_MULTIPLICATION
	// CharFunction is char Function
	CharFunction byte = C.TCOD_CHAR_FUNCTION
	// CharReserved is char Reserved
	CharReserved byte = C.TCOD_CHAR_RESERVED
	// CharHalf is char Half
	CharHalf byte = C.TCOD_CHAR_HALF
	// CharCent is char Cent
	CharCent byte = C.TCOD_CHAR_CENT
	// CharYen is char Yen
	CharYen byte = C.TCOD_CHAR_YEN
	// CharCurrency is char Currency
	CharCurrency byte = C.TCOD_CHAR_CURRENCY
	// CharDivision is char Division
	CharDivision byte = C.TCOD_CHAR_DIVISION
	// CharGrade is char Grade
	CharGrade byte = C.TCOD_CHAR_GRADE
	// CharUmlaut is char Umlaut
	CharUmlaut byte = C.TCOD_CHAR_UMLAUT

	// CharPow1 Char Pow 1
	CharPow1 byte = C.TCOD_CHAR_POW1
	// CharPow2 Char Pow 2
	CharPow2 byte = C.TCOD_CHAR_POW2
	// CharPow3 Char Pow 3
	CharPow3 byte = C.TCOD_CHAR_POW3

	// CharDArrowH Char DArrowH
	CharDArrowH byte = C.TCOD_CHAR_DARROW_H
	// CharDArrowV Char DArrowV
	CharDArrowV byte = C.TCOD_CHAR_DARROW_V

	// CharSmilie is char Smilie -
	CharSmilie byte = C.TCOD_CHAR_SMILIE
	// CharBullet is char Bullet -
	CharBullet byte = C.TCOD_CHAR_BULLET

	// CharSmilieInv is char Smilie Inv
	CharSmilieInv byte = C.TCOD_CHAR_SMILIE_INV
	// CharBulletInv is char Bullet Inv
	CharBulletInv byte = C.TCOD_CHAR_BULLET_INV

	// CharNote Char Note
	CharNote byte = C.TCOD_CHAR_NOTE
	// CharNoteDouble Char NoteDouble
	CharNoteDouble byte = C.TCOD_CHAR_NOTE_DOUBLE
	// CharOneQuarter Char OneQuarter
	CharOneQuarter byte = C.TCOD_CHAR_ONE_QUARTER
	// CharBulletSquare Char BulletSquare
	CharBulletSquare byte = C.TCOD_CHAR_BULLET_SQUARE
)

Functions

func CreditsEmbed

func CreditsEmbed(x, y int, alpha bool) bool

CreditsEmbed renders the message in CreditsScreen, but instead of taking the entire screen, it will be presented at the specified coordinates, and the alpha argument determines whether it should be drawn transparently, i.e., not overwriting existing images at that position. Similar to Print, the alignment of the root console will determine if the coordinates are the center of the image or one of it's corners. The function should be called over multiple frames, as every time, it renders the next frame in the animation. For example:

endCredits := false
for !tcod.WindowClosed() {
	if !endCredits {
		endCredits = tcod.CreditsEmbed(25, 25, true)
	}
}

The function will return false while the animation is not finished.

func CreditsReset

func CreditsReset()

CreditsReset resets the animation generated by CreditsEmbed

func CreditsScreen

func CreditsScreen()

CreditsScreen presents an animated screen with a message of the form "Powered by libtcod x.y.z". It halts the progression of the program, so it's best to call it as a splash screen right after the window has been created, rather than in the game loop. Any key press will interrupt the spash screen and give control back to the program.

root, err := tcod.InitRoot(80, 50, "The Adventures of Go", false, tcod.RenderSDL2)
if err != nil {
	log.Fatal(err)
}
// The program will stop here until the animation is finished or the user
// presses a key
tcod.CreditsScreen()
for !tcod.WindowClosed() {
	// Game Loop goes here
}

func Flush

func Flush()

Flush renders the screen and presents it to the player

func Fullscreen

func Fullscreen() bool

Fullscreen returns true if the game window is in fullscreen mode

func GetFade added in v0.2.0

func GetFade() byte

GetFade returns the fading strength of the game window

func MouseFocus

func MouseFocus() bool

MouseFocus returns true if the mouse is within the game window

func SetFade added in v0.2.0

func SetFade(fade byte, color Color)

SetFade sets the fading strength and color of the game window. A fade of 0 means the screen is filled, while a fade of 255 means no fading effect. You can make a fading animation easily by doing something like this

for i := byte(0); i < 255; i-- {
	tcod.SetFade(fade, tcod.Black)
	tcod.Flush()
}

This way, the screen will quickly fade to black. The fading parameters are persistent, so once you call them, they stay like that until you change them again.

func SetFullscreen

func SetFullscreen(f bool)

SetFullscreen makes the game window enter or exit fullscreen mode

func SetTitle

func SetTitle(title string)

SetTitle sets the window title to the specified argument

func WindowActive

func WindowActive() bool

WindowActive returns true if the game window is currently active

func WindowClosed

func WindowClosed() bool

WindowClosed returns true if the game window has been closed

Types

type Alignment added in v0.1.2

type Alignment int

Alignment enum

var (
	// AlignCenter makes everything align at the center
	AlignCenter Alignment = C.TCOD_CENTER
	// AlignLeft makes everything align to the left
	AlignLeft Alignment = C.TCOD_LEFT
	// AlignRight makes everything align to the right
	AlignRight Alignment = C.TCOD_RIGHT
)

type BgFlag

type BgFlag int

BgFlag enum

var (
	// BgNone no changes
	BgNone BgFlag = C.TCOD_BKGND_NONE
	// BgSet replaces the cell's background color with the default
	BgSet BgFlag = C.TCOD_BKGND_SET
	// BgMultiply multiplies the current background color with the default
	BgMultiply BgFlag = C.TCOD_BKGND_MULTIPLY
	// BgLighten makes the background the lightest between the old and current
	BgLighten BgFlag = C.TCOD_BKGND_LIGHTEN
	// BgDarken makes the background the darkest between the old and current
	BgDarken BgFlag = C.TCOD_BKGND_DARKEN
	// BgScreen makes the background the inverse of Multiply
	BgScreen BgFlag = C.TCOD_BKGND_SCREEN
	// BgAdd adds the current and old background colors
	BgAdd BgFlag = C.TCOD_BKGND_ADD
	// BgBurn apply a burn effect
	BgBurn BgFlag = C.TCOD_BKGND_BURN
	// BgOverlay overlays both colors
	BgOverlay BgFlag = C.TCOD_BKGND_OVERLAY
	// BgDefault default background
	BgDefault BgFlag = C.TCOD_BKGND_DEFAULT
)

type Color

type Color struct {
	R, G, B byte
}

Color represents a colour

func GetFadeColor added in v0.2.0

func GetFadeColor() Color

GetFadeColor returns the fading color of the game window

func (Color) Add

func (c Color) Add(o Color) Color

Add sums the RGB values of c and o, capping each one at 255

func (Color) Sub

func (c Color) Sub(o Color) Color

Sub subtracts the RGB values of o from c, with a minimum of 0 for each one

type Console

type Console struct {
	// contains filtered or unexported fields
}

Console is a wrapper around the C struct of the same name.

func InitRoot

func InitRoot(w, h int, title string, fullscreen bool, renderer Renderer) (Console, error)

InitRoot initializes the game window, also known as the root console. It creates a console that is w tiles wide and h tiles high, with the given window title and using the specified renderer, and in fullscreen if so desired. The newly created window will make use of the default font image, bundled with this library in binary form, if no image has been selected explicitly by calling SetFontImage before calling this function.

func NewConsole

func NewConsole(w, h int) Console

NewConsole creates a console of size w by h cells

func NewConsoleASC

func NewConsoleASC(filename string) Console

NewConsoleASC creates a console from the .asc image specified by filename

func (Console) Blit

func (c Console) Blit(x, y, w, h int, target Console, x2, y2 int, bgAlpha, fgAlpha float32)

Blit renders the console's contents to the target, within the specified coordinates. For example:

c := tcod.NewConsole(100, 100)
c.Blit(0, 0, 10, 10, root, 5, 5, 5.0f, 5.0f)

renders the contents of c in the coordinates from (0, 0) to (10, 10), to the root console starting from coordinates (5, 5), using the specified background and foreground alpha.

func (Console) Clear

func (c Console) Clear()

Clear wipes out all cells in the console, leaving it completely clean

func (Console) Delete

func (c Console) Delete()

Delete deletes the console from memory. In most cases you shouldn't have to worry about calling this method, as the Go garbage collector would take care of it. It only works with consoles created by the NewConsole function, not with the root one.

func (Console) GetAlign added in v0.1.2

func (c Console) GetAlign() Alignment

GetAlign returns the console's alignment

func (Console) GetBgFlag added in v0.1.2

func (c Console) GetBgFlag() BgFlag

GetBgFlag returns the default BgFlag of a console

func (Console) GetChar added in v0.2.0

func (c Console) GetChar(x, y int) byte

GetChar returns the ascii code at a specific coordinate

func (Console) GetCharBg added in v0.2.0

func (c Console) GetCharBg(x, y int) Color

GetCharBg returns the background color at a specific coordinate

func (Console) GetCharFg added in v0.2.0

func (c Console) GetCharFg(x, y int) Color

GetCharFg returns the foreground color at a specific coordinate

func (Console) GetDefaultBg added in v0.2.0

func (c Console) GetDefaultBg() Color

GetDefaultBg returns the default background colour of a console

func (Console) GetDefaultFg added in v0.2.0

func (c Console) GetDefaultFg() Color

GetDefaultFg returns the default foreground colour of a console

func (*Console) GetH added in v0.1.2

func (c *Console) GetH() int

GetH returns the height of the console

func (*Console) GetW added in v0.1.2

func (c *Console) GetW() int

GetW returns the width of the console

func (Console) HLine added in v0.1.2

func (c Console) HLine(x, y, l int, flag BgFlag)

HLine renders a horizontal line starting at (x, y) and extending leftward for l cells

func (*Console) LoadASC

func (c *Console) LoadASC(filename string) bool

LoadASC loads a .asc ascii art file specified by filename, and writes the contents to the console, returning true if the operation was successful. Files with the .asc extension are created by the Ascii Paint program. For exaple, suppose you have a foo.asc file, so if you want to load them onto a console, simply call

c := tcod.NewConsole(40, 40)
c.LoadASC("foo.asc")

and the file contents will be rendered to that console. Of course, you still have to blit the console onto the root one to see it.

func (Console) Print

func (c Console) Print(x, y int, format string, values ...interface{})

Print renders the given text to the console, using the cell at position (x, y) as a starting point. The console's alignment will tell whether to use it as the center of the text, or one of it's ends. You can use Go style escape sequences in the format parameter to have them formatted like in fmt.Sprintf. This means, however, that you are currently unable to format in Char* constants, as Sprintf won't render them as their binary values, but instead will put a space in it's place.

func (Console) PrintEx added in v0.2.0

func (c Console) PrintEx(x, y int, flag BgFlag,
	alignment Alignment, format string, values ...interface{})

PrintEx renders the given text to the console, using the specified background flag and alignment. You can use Go style escape sequences in the format parameter to have them formatted like in fmt.Sprintf. This means, however, that you are currently unable to format in Char* constants, as Sprintf won't render them as their binary values, but instead will put a space in it's place.

func (Console) PrintFrame

func (c Console) PrintFrame(x, y, w, h int, clear bool,
	format string, values ...interface{})

PrintFrame prints a frame to the console. The frame has a space above to print the string specified by title. The argument clear tells whether the region within the frame should be cleared out or left alone. You can use Go style escape sequences in the format parameter to have them formatted like in fmt.Sprintf. This means, however, that you are currently unable to format in Char* constants, as Sprintf won't render them as their binary values, but instead will put a space in it's place.

func (Console) PrintRect added in v0.2.0

func (c Console) PrintRect(x, y, w, h int, format string, values ...interface{})

PrintRect renders a string to the console within the given bounds, that is, with autowrap. You can use Go style escape sequences in the format parameter to have them formatted like in fmt.Sprintf. This means, however, that you are currently unable to format in Char* constants, as Sprintf won't render them as their binary values, but instead will put a space in it's place.

func (Console) PutChar added in v0.1.2

func (c Console) PutChar(x, y int, b byte, flag BgFlag)

PutChar sets the character of a cell and it's background flag

func (Console) SaveASC

func (c Console) SaveASC(filename string) bool

SaveASC creates an Ascii Paint file from the current contents of the console, and saves them to the specified filename, returning true if the operation was successful.

func (Console) SetAlign added in v0.1.2

func (c Console) SetAlign(align Alignment)

SetAlign sets the console's alignment

func (Console) SetBgFlag added in v0.1.2

func (c Console) SetBgFlag(flag BgFlag)

SetBgFlag sets the default BgFlag of a console

func (Console) SetCellBg added in v0.1.2

func (c Console) SetCellBg(x, y int, color Color, flag BgFlag)

SetCellBg sets the background colour and flag at the given coordinates

func (Console) SetCellFg added in v0.1.2

func (c Console) SetCellFg(x, y int, color Color)

SetCellFg sets the foreground colour at the given coordinates

func (Console) SetChar added in v0.1.2

func (c Console) SetChar(x, y int, b byte)

SetChar renders a single character to the given coordinates

func (Console) SetDefaultBg

func (c Console) SetDefaultBg(bg Color)

SetDefaultBg sets which color a console's background should have by default. For example:

c := tcod.NewConsole(10, 10)
c.SetDefaultBg(tcod.Sky)

makes the created Console to use the Sky color as its background instead of the default black.

func (Console) SetDefaultFg

func (c Console) SetDefaultFg(fg Color)

SetDefaultFg sets which color a console's foreground should have by default, similar to SetDefaultBg. For example:

c := tcod.NewConsole(10, 10)
c.SetDefaultFg(tcod.Gold)

makes the created console to use the Gold color as it's foreground instead of the default white.

func (Console) SetKeyColor

func (c Console) SetKeyColor(color Color)

SetKeyColor sets which color should be treated as transparent when blitting it onto another console. For example:

c := tcod.NewConsole(10, 10)
c.SetKeyColor(tcod.Magenta)

will tell the program that it should treat any cell with Magenta background as transparent when blitting it to another console. The foreground remmains untouched.

func (Console) VLine added in v0.1.2

func (c Console) VLine(x, y, l int, flag BgFlag)

VLine renders a vertical line starting at (x, y), and extending downward for l cells

type Renderer

type Renderer int

Renderer enum

var (
	// RenderSDL renderer
	RenderSDL Renderer = C.TCOD_RENDERER_SDL
	// RenderSDL2 renderer
	RenderSDL2 Renderer = C.TCOD_RENDERER_SDL2
	// RenderOpenGL renderer
	RenderOpenGL Renderer = C.TCOD_RENDERER_OPENGL
	// RenderOpenGL2 renderer
	RenderOpenGL2 Renderer = C.TCOD_RENDERER_OPENGL2
)

Directories

Path Synopsis
Package assets is generated by github.com/omeid/go-resources
Package assets is generated by github.com/omeid/go-resources
examples
simple
Package main defines a simple roguelike
Package main defines a simple roguelike
Package tinput provides utilities to monitor user input on windows created by the tcod package
Package tinput provides utilities to monitor user input on windows created by the tcod package
Package tmap defines utility functions to work with maps
Package tmap defines utility functions to work with maps
Package tsys offers system interfaces for games created using the tcod package.
Package tsys offers system interfaces for games created using the tcod package.

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