i will probably handle animation with an Animation struct containing an array of frames, with options to set intervals and whether it loops or reverts to another state after the animation is done
27 lines
393 B
C
27 lines
393 B
C
typedef struct Samply Samply;
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typedef struct Image Image;
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typedef struct State State;
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struct Samply {
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Image *idle;
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Image *walka;
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Image *walkb;
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};
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struct Image {
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char *name; /* used for debugging purposes */
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int w;
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int h;
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int bpp;
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unsigned char *data;
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SDL_Surface *sur;
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SDL_Texture *tex;
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};
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struct State {
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SDL_Window *win;
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SDL_Renderer *ren;
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Uint64 lastframe;
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Samply *sam;
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};
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