Sdl3 Tutorial -

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

// 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;

// 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; sdl3 tutorial

// 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;

// 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); current_frame = 0

// Cleanup destroy_animated_sprite(player); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit();

printf("Controls: WASD or Arrow Keys to move\n"); printf("Press ESC to quit\n"); frame_counter = 0

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