Sdl3 Tutorial Online
else // Reset to first frame when idle sprite->current_frame = 0; sprite->frame_counter = 0;
// Handle keyboard input void handle_input(SDL_Event* event, AnimatedSprite* sprite, bool* running) const bool* keyboard = SDL_GetKeyboardState(NULL); sdl3 tutorial
// Clean up resources void destroy_animated_sprite(AnimatedSprite* sprite) if (sprite) if (sprite->texture) SDL_DestroyTexture(sprite->texture); free(sprite); else // Reset to first frame when idle
// 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)); current_frame = 0
// 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]);