<commit_before>package render

import (
	"golang.org/x/exp/shiny/screen"
	"image"
	"image/draw"
	//"image/color"
)

var (
	gameScreen *screen.Screen
	// spriteNames = []string{"Empty":"textures/tile1.png", "textures/tile2.png"}
	spriteNames = map[string]string{"Empty": "textures/tile1.png", "Wall": "textures/tile2.png"}
)

type Renderable interface {
	GetRGBA() *image.RGBA
	//ApplyColor(*image.color) *Renderable
	//ApplyMask(??) *Renderable
	//Rotate(degrees int) *Renderable
	//Scale(xRatio int, yRatio int) *Renderable
	//ShiftX(x int)
	//ShiftY(y int)
	Draw(buff screen.Buffer)

	// Squish the renderable into a geometry
	// FitTo(geometry) *Renderable
}

func ParseSprite(s string) Sprite {
	return LoadSprite(spriteNames[s])
}

func SetScreen(s *screen.Screen) {
	gameScreen = s
}

func GetScreen() *screen.Screen {
	return gameScreen
}

type Sprite struct {
	x, y   float64
	buffer *screen.Buffer
}

func (s Sprite) GetRGBA() *image.RGBA {
	return (*s.buffer).RGBA()
}

//func (s *Sprite) ApplyColor(*image.color) *Renderable {

///}

//func (s *Sprite) ApplyMask(??) *Renderable
//func (s *Sprite) Rotate(degrees int) *Renderable {<commit_msg>basic connection of rooms, Empty level tiles now supported<commit_after>package render

import (
	"golang.org/x/exp/shiny/screen"
	"image"
	"image/draw"
	//"image/color"
)

var (
	gameScreen *screen.Screen
	// spriteNames = []string{"Empty":"textures/tile1.png", "textures/tile2.png"}
	spriteNames = map[string]string{"Empty": "textures/tile1.png", "Wall": "textures/tile2.png"}
)

type Renderable interface {
	GetRGBA() *image.RGBA
	//ApplyColor(*image.color) *Renderable
	//ApplyMask(??) *Renderable
	//Rotate(degrees int) *Renderable
	//Scale(xRatio int, yRatio int) *Renderable
	//ShiftX(x int)
	//ShiftY(y int)
	Draw(buff screen.Buffer)

	// Squish the renderable into a geometry
	// FitTo(geometry) *Renderable
}

func ParseSprite(s string) Sprite {
	return LoadSprite(spriteNames[s])
}

func SetScreen(s *screen.Screen) {
	gameScreen = s
}

func GetScreen() *screen.Screen {
	return gameScreen
}

type Sprite struct {
	x, y   float64
	buffer *screen.Buffer
}

func (s Sprite) GetRGBA() *image.RGBA {
	return (*s.buffer).RGBA()
}

func (s Sprite) HasBuffer() bool {
	if s.buffer != nil {
		return true
	}
	return false
}

//func (s *Sprite) ApplyColor(*image.color) *Renderable {

///}

//func (s *Sprite) ApplyMask(??) *Renderable

//func (s *Sprite) Rotate(degrees int) *Renderable {
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