Tutorial - Sdl3

// Player movement speed #define PLAYER_SPEED 5

// Main game loop int main(int argc, char* argv[]) // Initialize SDL3 if (!SDL_Init(SDL_INIT_VIDEO)) printf("SDL_Init failed: %s\n", SDL_GetError()); return 1;

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;

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

// 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;

// 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;

// Create window SDL_Window* window = SDL_CreateWindow("SDL3 Sprite Animation Tutorial", SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_RESIZABLE); if (!window) printf("Window creation failed: %s\n", SDL_GetError()); SDL_Quit(); return 1; // Player movement speed #define PLAYER_SPEED 5 //

for (int i = 0; i < FRAME_COUNT; i++) sprite->frames[i].x = i * frame_width; sprite->frames[i].y = 0; sprite->frames[i].w = frame_width; sprite->frames[i].h = frame_height;

return sprite;

// Create a colored rectangle as placeholder texture if no sprite sheet // In production, load a real sprite sheet SDL_Surface* surface = SDL_CreateSurface(256, 64, SDL_PIXELFORMAT_RGBA32); SDL_FillSurfaceRect(surface, NULL, SDL_MapRGBA(surface->format, 255, 100, 100, 255)); typedef struct SDL_Texture* texture

else // Reset to first frame when idle sprite->current_frame = 0; sprite->frame_counter = 0;

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

SDL_Texture* placeholder_tex = SDL_CreateTextureFromSurface(renderer, surface); SDL_DestroySurface(surface);

// Sprite animation properties #define SPRITE_SIZE 64 #define FRAME_COUNT 4 #define ANIMATION_SPEED 8 // Frames per animation step

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