Sdl3 Tutorial Today

// Add multiple animations (idle, run, jump) typedef enum ANIM_IDLE, ANIM_RUN, ANIM_JUMP AnimationState; // Add collision detection bool check_collision(SDL_Rect a, SDL_Rect b);

// Load texture (assumes sprite sheet is 4 frames horizontally) sprite->texture = SDL_LoadTexture(renderer, filename); if (!sprite->texture) printf("Failed to load texture: %s\n", SDL_GetError()); free(sprite); return NULL;

// Initialize animation state sprite->current_frame = 0; sprite->frame_counter = 0; sprite->frame_delay = ANIMATION_SPEED; sprite->x = SCREEN_WIDTH / 2 - frame_width / 2; sprite->y = SCREEN_HEIGHT / 2 - frame_height / 2; sprite->velocity_x = 0; sprite->velocity_y = 0; sprite->moving = false;

printf("Controls: WASD or Arrow Keys to move\n"); printf("Press ESC to quit\n"); sdl3 tutorial

// Clean up resources void destroy_animated_sprite(AnimatedSprite* sprite) if (sprite) if (sprite->texture) SDL_DestroyTexture(sprite->texture); free(sprite);

// Handle keyboard input void handle_input(SDL_Event* event, AnimatedSprite* sprite, bool* running)

// Boundary checking if (sprite->x < 0) sprite->x = 0; if (sprite->x > SCREEN_WIDTH - SPRITE_SIZE) sprite->x = SCREEN_WIDTH - SPRITE_SIZE; if (sprite->y < 0) sprite->y = 0; if (sprite->y > SCREEN_HEIGHT - SPRITE_SIZE) sprite->y = SCREEN_HEIGHT - SPRITE_SIZE; // Add multiple animations (idle, run, jump) typedef

// Player movement speed #define PLAYER_SPEED 5

// Load sprite sheet and create animation frames AnimatedSprite* create_animated_sprite(SDL_Renderer* renderer, const char* filename) AnimatedSprite* sprite = (AnimatedSprite*)malloc(sizeof(AnimatedSprite)); if (!sprite) return NULL;

// Setup animation frames (assuming horizontal strip) int frame_width = tex_width / FRAME_COUNT; int frame_height = tex_height; // Add multiple animations (idle

// Get texture dimensions int tex_width, tex_height; SDL_GetTextureSize(sprite->texture, &tex_width, &tex_height);

SDL_Event event; bool running = true; Uint64 last_time = SDL_GetTicks(); Uint64 current_time; float delta_time;

typedef struct SDL_Texture* texture; SDL_Rect frames[FRAME_COUNT]; // Individual animation frames int current_frame; int frame_counter; int frame_delay; int x, y; int velocity_x, velocity_y; bool moving; AnimatedSprite;

// Create sprite with placeholder AnimatedSprite* player = create_animated_sprite(renderer, "placeholder"); if (player) // Replace with our placeholder texture SDL_DestroyTexture(player->texture); player->texture = placeholder_tex; // Re-initialize frames for 64x64 placeholder for (int i = 0; i < FRAME_COUNT; i++) player->frames[i].x = i * 64; player->frames[i].y = 0; player->frames[i].w = 64; player->frames[i].h = 64;

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