Sdl3 Tutorial Apr 2026

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

// 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;

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; sdl3 tutorial

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

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; if (!window) printf("Window creation failed: %s\n"

return sprite;

// 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; for (int i = 0

// 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;

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