在C語(yǔ)言中,實(shí)現(xiàn)Sprite動(dòng)畫(huà)的基本步驟如下:
typedef struct {
SDL_Texture *texture;
SDL_Rect rect;
} Sprite;
Sprite* load_sprite(const char* path) {
SDL_Surface *surface = IMG_Load(path);
if (!surface) {
printf("Failed to load image: %s\n", SDL_GetError());
return NULL;
}
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_FreeSurface(surface);
if (!texture) {
printf("Failed to create texture: %s\n", SDL_GetError());
return NULL;
}
Sprite *sprite = (Sprite*)malloc(sizeof(Sprite));
sprite->texture = texture;
sprite->rect.w = surface->w;
sprite->rect.h = surface->h;
return sprite;
}
void update_sprite(Sprite *sprite, int delta_time) {
// 根據(jù)需要更新當(dāng)前幀,例如通過(guò)計(jì)算時(shí)間差來(lái)移動(dòng)到下一幀
}
void render_sprite(SDL_Renderer *renderer, Sprite *sprite) {
SDL_RenderCopy(renderer, sprite->texture, &sprite->rect, NULL);
}
請(qǐng)注意,這只是一個(gè)基本的框架,你可能需要根據(jù)具體需求進(jìn)行調(diào)整和擴(kuò)展。此外,為了實(shí)現(xiàn)更復(fù)雜的動(dòng)畫(huà)效果,你可能需要使用更高級(jí)的技術(shù),例如幀插值或骨骼動(dòng)畫(huà)。