// 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;
if (keyboard[SDL_SCANCODE_LEFT]
return sprite;
// Player movement speed #define PLAYER_SPEED 5
// Setup animation frames (assuming horizontal strip) int frame_width = tex_width / FRAME_COUNT; int frame_height = tex_height;
// 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;
// Handle keyboard input void handle_input(SDL_Event* event, AnimatedSprite* sprite, bool* running) keyboard[SDL_SCANCODE_S]) sprite->velocity_y = PLAYER_SPEED; sprite->moving = true;
Sdl3 — Tutorial
// 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;
if (keyboard[SDL_SCANCODE_LEFT]
return sprite;
// Player movement speed #define PLAYER_SPEED 5 sdl3 tutorial
// Setup animation frames (assuming horizontal strip) int frame_width = tex_width / FRAME_COUNT; int frame_height = tex_height; // Main game loop int main(int argc, char*
// 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; if (keyboard[SDL_SCANCODE_LEFT]
return sprite
// Handle keyboard input void handle_input(SDL_Event* event, AnimatedSprite* sprite, bool* running) keyboard[SDL_SCANCODE_S]) sprite->velocity_y = PLAYER_SPEED; sprite->moving = true;