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;
// Update animation frame void update_animation(AnimatedSprite* sprite) if (sprite->moving) sprite->frame_counter++; if (sprite->frame_counter >= sprite->frame_delay) sprite->frame_counter = 0; sprite->current_frame = (sprite->current_frame + 1) % FRAME_COUNT; sdl3 tutorial
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 =
// 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; texture = placeholder_tex
// Render sprite at current frame void render_sprite(SDL_Renderer* renderer, AnimatedSprite* sprite) SDL_Rect dest_rect = sprite->x, sprite->y, SPRITE_SIZE, SPRITE_SIZE; SDL_RenderTexture(renderer, sprite->texture, &sprite->frames[sprite->current_frame], &dest_rect);
// 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);
SDL_Texture* placeholder_tex = SDL_CreateTextureFromSurface(renderer, surface); SDL_DestroySurface(surface);
