In this section, we will examine a program that continuously scrolls the main window background using an image the size of the main window area and moves a player up, down, left, right, left up, right up, left down, and right down with the arrow keys.
When the program runs, in addition to the basic operations, the following operations occur:
struct players { float x; float y; float width; float height; float vel_x; float vel_y; int frame; } player;
main.c file content will be as follows:
#include <stdio.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
// Window width and height
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
// Global variables
int is_running = false; // Variable that controls the execution of the main loop of the program
SDL_Window *window = NULL; // Main window variable
SDL_Texture *texture_player = NULL; // Texture variable
SDL_Texture *texture_bg = NULL; // Texture variable
SDL_Renderer *renderer = NULL; // Renderer variable
unsigned int last_frame_time; // Last frame time
int move_size; // Move size variable
float x_left; // x coordinate variable
int bg_width; // Background width variable
bool scrolling; // Background scrolling control variable
// Struct declaration
struct players {
float x;
float y;
float width;
float height;
float vel_x;
float vel_y;
int frame;
} player;
// Function prototypes
int init_window(void); // Create window and renderer
void init_vars(void); // Initialize variables
void load_img(void); // Load image to texture
void process_event(void); // Process events
void update_screen(); // Update values
void draw_screen(void); // Draw screen
void destroy_window(void); // Destroy window
int main(int argc, char* argv[])
{
// Create window and renderer
is_running = init_window();
// Initialize variables
init_vars();
// Load .png file to texture
load_img();
// Main loop
while (is_running) {
process_event(); // Processing SDL events (Here keyboard inputs).
update_screen(); // Updating variables
draw_screen(); // Drawing objects on the window (Rendering)
}
// Destroy renderer and SDL window
destroy_window();
return 0;
}
// Create window and renderer
int init_window(void)
{
// Initialize the SDL library.
if(SDL_Init(SDL_INIT_VIDEO) == false) {
SDL_Log("SDL init error: %s\n", SDL_GetError());
return false;
}
// Create a window and a 2D rendering context for the window.
if(!SDL_CreateWindowAndRenderer("SDL3 window", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
return false;
}
return true;
}
// Initialization function that runs only once at the beginning of the program
void init_vars(void)
{
last_frame_time = 0;
move_size = 200;
x_left = 0;
bg_width = 640;
scrolling = true;
player.x = 0;
player.y = 250;
player.width = 88;
player.height = 110;
player.vel_x = 0;
player.vel_y = 0;
player.frame = 0;
}
// Load image to texture
void load_img(void)
{
// Loading image to texture
texture_player = IMG_LoadTexture(renderer, "player.png");
if(texture_player == NULL) {
SDL_Log("IMG_LoadTexture error: %s\n", SDL_GetError());
}
// Loading background image to texture
texture_bg = IMG_LoadTexture(renderer, "bg_scroll.png");
if(texture_bg == NULL) {
SDL_Log("IMG_LoadTexture error: %s\n", SDL_GetError());
}
}
// Function to control SDL events and process keyboard inputs
void process_event(void)
{
SDL_Event event;
// Creating a loop to process user inputs
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT: // Logout action by the user (x button at the top right of the window)
is_running = false; // Terminates the execution of the program main loop.
break;
case SDL_EVENT_KEY_DOWN: // Bir tuşa basıldığını gösterir.
if(event.key.repeat == 0) {
switch(event.key.key) {
case SDLK_UP: player.vel_y -= move_size; break;
case SDLK_DOWN: player.vel_y += move_size; break;
case SDLK_LEFT: player.vel_x -= move_size; break;
case SDLK_RIGHT: player.vel_x += move_size; break;
case SDLK_S: scrolling = !scrolling; break;
case SDLK_ESCAPE: is_running = false; break;
}
}
break;
case SDL_EVENT_KEY_UP: // Bir tuşun bırakıldığını gösterir.
if(event.key.repeat == 0) {
switch(event.key.key) {
case SDLK_UP: player.vel_y += move_size; break;
case SDLK_DOWN: player.vel_y -= move_size; break;
case SDLK_LEFT: player.vel_x += move_size; break;
case SDLK_RIGHT: player.vel_x -= move_size; break;
}
}
break;
}
}
}
// Updates objects in the main window
void update_screen(void)
{
// Get the difference between the active time and the previous time of loop in seconds
float time_delta = (SDL_GetTicks() - last_frame_time) / 1000.0;
// Assign the active time to use in the next iteration of the loop
last_frame_time = SDL_GetTicks();
// Calculate moving size
// player.vel_x assigned to move_x variable.
float move_x = player.vel_x * time_delta;
// Ball x coordinate increased by move_x
player.x += move_x;
// If player.x is lower than 0 or, sum of player.x and player.width is greater than windows width
// player.x gets its previous value.
if((player.x<0) || (player.x + (player.width/2)> WINDOW_WIDTH)) {
player.x -= move_x;
}
const bool *kb_state = SDL_GetKeyboardState(NULL);
// If player moves
if(player.x>0 && ((int)player.x%12==0)) {
if(kb_state[SDL_SCANCODE_LEFT]) {
player.frame = (player.frame==15 || player.frame<8) ? 8 : player.frame+1;
}
if(kb_state[SDL_SCANCODE_RIGHT]) {
player.frame = (player.frame==7 || player.frame>7) ? 0 : player.frame+1;
}
}
// player.vel_y assigned to move_y variable.
float move_y = player.vel_y * time_delta;
// Ball y coordinate increased by move_y
player.y += move_y;
// If player.yx is lower than 0 or, sum of player.y and player.height is greater than windows height
// player.y gets its previous value.
if((player.y<0) || (player.y + (player.height/2) > WINDOW_HEIGHT)) {
player.y -= move_y;
}
if(scrolling) {
// Scroll background
x_left = x_left - (100 * time_delta);
if(x_left < -bg_width) {
x_left = 0;
}
}
char cdizi[100];
sprintf(cdizi, "player.x: %.2f player.y: %.2f x_left: %.2f x_left + WINDOW_WIDTH: %.2f",
player.x, player.y, x_left, x_left + WINDOW_WIDTH);
SDL_SetWindowTitle(window, cdizi);
}
// Render function used to draw game objects in the main window
void draw_screen(void)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // Set the color used for drawing operations.
SDL_RenderClear(renderer); // Clear the current rendering target with the drawing color.
// Load background texture to main window x_left, 0 coordinates
SDL_FRect frect_dst = { x_left, 0, bg_width, WINDOW_HEIGHT };
SDL_RenderTexture(renderer, texture_bg, NULL, &frect_dst);
// Load background texture to main window x_left + bg_width, 0 coordinates
frect_dst.x = x_left + bg_width;
SDL_RenderTexture(renderer, texture_bg, NULL, &frect_dst);
SDL_FRect frect_src = { player.frame*player.width, 0, player.width, player.height };
frect_dst.x = (int) player.x;
frect_dst.y = (int) player.y;
frect_dst.w = (int) player.width/2;
frect_dst.h = (int) player.height/2;
SDL_RenderTexture(renderer, texture_player, &frect_src, &frect_dst);
// Loading all objects drawn one by one to the back buffer to the front buffer at once and loading them onto the screen
// This process prevents each drawn object from being displayed on the screen one by one.
SDL_RenderPresent(renderer); // Update on screen all operations performed since the previous call
}
// Destroy Renderer and SDL window, exit from SDL3
void destroy_window(void)
{
SDL_DestroyTexture(texture_player);
SDL_DestroyTexture(texture_bg);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}