Sdl3 Tutorial Now
// Handle events while (SDL_PollEvent(event)) switch (event->type) case SDL_EVENT_QUIT: *running = false; break; case SDL_EVENT_KEY_DOWN: if (event->key.key == SDLK_ESCAPE) *running = false; break;
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; sdl3 tutorial
// Clean up resources void destroy_animated_sprite(AnimatedSprite* sprite) if (sprite) if (sprite->texture) SDL_DestroyTexture(sprite->texture); free(sprite); type) case SDL_EVENT_QUIT: *running = false
// Update position based on velocity void update_position(AnimatedSprite* sprite) sprite->x += sprite->velocity_x; sprite->y += sprite->velocity_y; case SDL_EVENT_KEY_DOWN: if (event->
