return sprite;
// Load sprite sheet and create animation frames AnimatedSprite* create_animated_sprite(SDL_Renderer* renderer, const char* filename) AnimatedSprite* sprite = (AnimatedSprite*)malloc(sizeof(AnimatedSprite)); if (!sprite) return NULL; sdl3 tutorial
// Load texture (assumes sprite sheet is 4 frames horizontally) sprite->texture = SDL_LoadTexture(renderer, filename); if (!sprite->texture) printf("Failed to load texture: %s\n", SDL_GetError()); free(sprite); return NULL; return sprite; // Load sprite sheet and create
// 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)); if (!sprite) return NULL
// 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;
// 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;