Initial commit
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32
src/bullet.c
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32
src/bullet.c
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#include "bullet.h"
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void updateBullets(Bullet* bullets, int* bulletCount, SDL_Renderer* renderer) {
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int bulletSpeed = 7;
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for (int i = 0; i < *bulletCount; i++) {
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if (bullets[i].active) {
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// Move bullet upward
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bullets[i].rect.y -= bulletSpeed;
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// Deactivate if bullet goes off screen
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if (bullets[i].rect.y < 0) {
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bullets[i].active = 0;
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} else {
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// Draw bullet
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SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
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SDL_RenderFillRect(renderer, &bullets[i].rect);
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}
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}
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}
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}
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void fireBullet(Bullet* bullets, int* bulletCount, SDL_Rect* rect) {
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if (*bulletCount < MAX_BULLETS) {
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bullets[*bulletCount].rect.x = rect->x + rect->w / 2 - 2;
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bullets[*bulletCount].rect.y = rect->y - 10;
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bullets[*bulletCount].rect.w = 4;
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bullets[*bulletCount].rect.h = 10;
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bullets[*bulletCount].active = 1;
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(*bulletCount)++;
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}
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}
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16
src/bullet.h
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16
src/bullet.h
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#ifndef BULLET_H
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#define BULLET_H
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#include <SDL2/SDL.h>
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#define MAX_BULLETS 100
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typedef struct {
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SDL_Rect rect;
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int active;
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} Bullet;
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void updateBullets(Bullet* bullets, int* bulletCount, SDL_Renderer* renderer);
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void fireBullet(Bullet* bullets, int* bulletCount, SDL_Rect* rect);
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#endif
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121
src/main.c
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121
src/main.c
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "bullet.h"
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#include "player.h"
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#define FPS 60
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#define FRAME_DELAY (1000 / FPS) // Milliseconds per frame
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 600
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void handlePlayer(SDL_Renderer* renderer, Player* player, int speed) {
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// Get current keyboard state
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const Uint8* keys = SDL_GetKeyboardState(NULL);
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if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A]) {
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movePlayerLeft(player, speed);
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}
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if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D]) {
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movePlayerRight(player, speed, SCREEN_WIDTH);
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}
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// Render player flipped vertically
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renderPlayerFlipped(renderer, player, SDL_FLIP_VERTICAL);
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}
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int main(int argc, char* argv[]) {
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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fprintf(stderr, "Could not initialize SDL: %s\n", SDL_GetError());
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return EXIT_FAILURE;
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}
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SDL_Window* window = SDL_CreateWindow("Star Invaders",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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SCREEN_WIDTH, SCREEN_HEIGHT,
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SDL_WINDOW_SHOWN);
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if (!window) {
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fprintf(stderr, "Could not create window: %s\n", SDL_GetError());
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SDL_Quit();
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return EXIT_FAILURE;
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}
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (!renderer) {
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fprintf(stderr, "Could not create renderer: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
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SDL_Quit();
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return EXIT_FAILURE;
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}
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// Rectangle position and size
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SDL_Rect rect = {400, 500, 50, 50};
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int speed = 5;
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// Bullets array
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Bullet bullets[MAX_BULLETS];
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int bulletCount = 0;
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for (int i = 0; i < MAX_BULLETS; i++) {
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bullets[i].active = 0;
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}
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// Create player
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Player* player = createPlayer(renderer, "../res/spaceship.bmp", 400, 500);
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if (!player) {
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return EXIT_FAILURE;
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}
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// Main loop flag
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int running = 1;
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SDL_Event event;
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Uint32 frameStart;
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int frameTime;
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int spacePressedLastFrame = 0;
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// Main loop
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while (running) {
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frameStart = SDL_GetTicks();
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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running = 0;
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}
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}
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// Get current keyboard state for space key
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const Uint8* keys = SDL_GetKeyboardState(NULL);
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if (keys[SDL_SCANCODE_SPACE] && !spacePressedLastFrame) {
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fireBullet(bullets, &bulletCount, &player->rect);
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}
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spacePressedLastFrame = keys[SDL_SCANCODE_SPACE];
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// Clear screen with black
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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// Update and draw bullets
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updateBullets(bullets, &bulletCount, renderer);
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// Handle player movement and rendering
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handlePlayer(renderer, player, speed);
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// Present the rendered frame
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SDL_RenderPresent(renderer);
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// Cap framerate at 60 FPS
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frameTime = SDL_GetTicks() - frameStart;
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if (frameTime < FRAME_DELAY) {
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SDL_Delay(FRAME_DELAY - frameTime);
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}
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}
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destroyPlayer(player);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return EXIT_SUCCESS;
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}
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57
src/player.c
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57
src/player.c
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#include "player.h"
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#include <stdio.h>
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#include <stdlib.h>
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Player* createPlayer(SDL_Renderer* renderer, const char* imagePath, int x, int y) {
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Player* player = (Player*)malloc(sizeof(Player));
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SDL_Surface* surface = SDL_LoadBMP(imagePath);
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if (!surface) {
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fprintf(stderr, "Could not load image %s: %s\n", imagePath, SDL_GetError());
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free(player);
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return NULL;
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}
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player->texture = SDL_CreateTextureFromSurface(renderer, surface);
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SDL_FreeSurface(surface);
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if (!player->texture) {
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fprintf(stderr, "Could not create texture: %s\n", SDL_GetError());
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free(player);
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return NULL;
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}
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player->rect.x = x;
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player->rect.y = y;
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player->rect.w = 50;
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player->rect.h = 50;
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return player;
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}
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void renderPlayer(SDL_Renderer* renderer, Player* player) {
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SDL_RenderCopy(renderer, player->texture, NULL, &player->rect);
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}
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void renderPlayerFlipped(SDL_Renderer* renderer, Player* player, SDL_RendererFlip flip) {
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SDL_RenderCopyEx(renderer, player->texture, NULL, &player->rect, 0, NULL, flip);
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}
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void movePlayerLeft(Player* player, int speed) {
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if (player->rect.x - speed >= 0) {
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player->rect.x -= speed;
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}
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}
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void movePlayerRight(Player* player, int speed, int screenWidth) {
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if (player->rect.x + player->rect.w + speed <= screenWidth) {
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player->rect.x += speed;
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}
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}
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void destroyPlayer(Player* player) {
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if (player) {
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SDL_DestroyTexture(player->texture);
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free(player);
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}
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}
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18
src/player.h
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18
src/player.h
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#ifndef PLAYER_H
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#define PLAYER_H
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#include <SDL2/SDL.h>
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typedef struct {
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SDL_Texture* texture;
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SDL_Rect rect;
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} Player;
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Player* createPlayer(SDL_Renderer* renderer, const char* imagePath, int x, int y);
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void renderPlayer(SDL_Renderer* renderer, Player* player);
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void renderPlayerFlipped(SDL_Renderer* renderer, Player* player, SDL_RendererFlip flip);
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void movePlayerLeft(Player* player, int speed);
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void movePlayerRight(Player* player, int speed, int screenWidth);
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void destroyPlayer(Player* player);
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#endif
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