Sdl3 Tutorial Online
// Cleanup destroy_animated_sprite(player); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit();
// Update position based on velocity void update_position(AnimatedSprite* sprite) sprite->x += sprite->velocity_x; sprite->y += sprite->velocity_y; sdl3 tutorial
// Draw 4 colored frames for demonstration for (int i = 0; i < FRAME_COUNT; i++) SDL_Rect rect = i * 64, 0, 64, 64; Uint32 colors[] = 0xFF0000FF, 0x00FF00FF, 0x0000FFFF, 0xFFFF00FF; SDL_FillSurfaceRect(surface, &rect, colors[i]); // Cleanup destroy_animated_sprite(player)
// Handle keyboard input void handle_input(SDL_Event* event, AnimatedSprite* sprite, bool* running) x += sprite->
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 renderer SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL); if (!renderer) printf("Renderer creation failed: %s\n", SDL_GetError()); SDL_DestroyWindow(window); SDL_Quit(); return 1;
// Game loop while (running) Position: (%d, %d)