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3 Commits

Author SHA1 Message Date
dfbfe66a15 Replaced build system with cmake 2026-01-14 17:38:44 +08:00
4dadeb807d Update 2026-01-04 19:42:22 +08:00
888b0c368c Added space background 2025-12-31 18:50:45 +08:00
12 changed files with 462 additions and 180 deletions

17
.gitignore vendored
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@ -1 +1,18 @@
build/
.vscode/
.idea/
*.class
*.jar
*.pyc
__pycache__/
*.o
*.exe
*.out
*.log
.DS_Store
star-invaders
*.kra
*.xcf
*.png
*.*~

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@ -1,16 +1,22 @@
cmake_minimum_required(VERSION 3.10)
project(SDL2_Example LANGUAGES C)
# Specify the minimum required version of CMake
cmake_minimum_required(VERSION 3.14)
# Set the C standard to C99
set(CMAKE_C_STANDARD 99)
# Specify the C++ standard to use
set(CMAKE_C_STANDARD 17)
set(CMAKE_C_STANDARD_REQUIRED ON)
set(CMAKE_C_COMPILER gcc)
# Find SDL2
find_package(SDL2 REQUIRED)
# Define the project name and enable C language
project(starinvaders LANGUAGES C CXX)
# Add your executable target
# Find all source files in the "src" directory
file(GLOB SOURCES "src/*.c")
add_executable(star-invaders ${SOURCES})
# Link the SDL2 libraries to your executable
target_link_libraries(star-invaders PRIVATE SDL2::SDL2)
# Find zlib and sdl2
find_package(ZLIB REQUIRED)
find_package(SDL2 CONFIG REQUIRED)
# Add an executable target named "starinvaders" from the source files in the "src" directory
add_executable(starinvaders ${SOURCES})
target_link_libraries(starinvaders PRIVATE ZLIB::ZLIB)
target_link_libraries(starinvaders PRIVATE SDL2::SDL2)

29
Makefile Normal file
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@ -0,0 +1,29 @@
# Simple Makefile using sdl-config for SDL flags
CC := clang
SDL_CFLAGS := $(shell sdl2-config --cflags)
SDL_LIBS := $(shell sdl2-config --libs)
CFLAGS := -Wall -Wextra -std=c99 -g $(SDL_CFLAGS)
SRCDIR := src
SOURCES := $(wildcard $(SRCDIR)/*.c)
BUILD_DIR := build
OBJECTS := $(patsubst $(SRCDIR)/%.c,$(BUILD_DIR)/%.o,$(SOURCES))
TARGET := star-invaders
.PHONY: all clean
all: $(TARGET)
$(TARGET): $(OBJECTS)
@echo " Linking $@"
@$(CC) $(OBJECTS) -o $@ $(SDL_LIBS)
$(BUILD_DIR)/%.o: $(SRCDIR)/%.c | $(BUILD_DIR)
@echo " Compiling $<"
@$(CC) $(CFLAGS) -c $< -o $@
$(BUILD_DIR):
@mkdir -p $(BUILD_DIR)
clean:
@echo "Cleaning up"
@rm -rf $(BUILD_DIR) $(TARGET)

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@ -1,9 +1,21 @@
#include "bullet.h"
#include "game.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
void updateBullets(Bullet* bullets, int* bulletCount, SDL_Renderer* renderer) {
void initBullet(Bullet *bullet, int x, int y) {
bullet->rect.x = x;
bullet->rect.y = y;
bullet->rect.w = 50; // Bullet width
bullet->rect.h = 50; // Bullet height
bullet->active = 0;
}
void updateBullets(Bullet *bullets, int *bulletCount, SDL_Renderer* renderer) {
int bulletSpeed = 7;
for (int i = 0; i < *bulletCount; i++) {
for (int i = 0; i < MAX_BULLETS; i++) {
if (bullets[i].active) {
// Move bullet upward
bullets[i].rect.y -= bulletSpeed;
@ -11,22 +23,31 @@ void updateBullets(Bullet* bullets, int* bulletCount, SDL_Renderer* renderer) {
// Deactivate if bullet goes off screen
if (bullets[i].rect.y < 0) {
bullets[i].active = 0;
(*bulletCount)--;
} else {
// Draw bullet
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
SDL_RenderFillRect(renderer, &bullets[i].rect);
// Draw bullet using global textures
SDL_RenderCopy(renderer, textures.bulletTexture, NULL, &bullets[i].rect);
}
}
}
}
void fireBullet(Bullet* bullets, int* bulletCount, SDL_Rect* rect) {
if (*bulletCount < MAX_BULLETS) {
bullets[*bulletCount].rect.x = rect->x + rect->w / 2 - 2;
bullets[*bulletCount].rect.y = rect->y - 10;
bullets[*bulletCount].rect.w = 4;
bullets[*bulletCount].rect.h = 10;
bullets[*bulletCount].active = 1;
(*bulletCount)++;
void fireBullet(Bullet *bullets, int *bulletCount, SDL_Rect* rect) {
for (int i = 0; i < MAX_BULLETS; i++) {
if (!bullets[i].active) {
bullets[i].rect.x = rect->x;
bullets[i].rect.y = rect->y;
bullets[i].active = 1;
(*bulletCount)++;
break;
}
}
}
void cleanupBullets(Bullet *bullets, int *bulletCount) {
// Deactivate all bullets and reset count
for (int i = 0; i < MAX_BULLETS; i++) {
bullets[i].active = 0;
}
*bulletCount = 0;
}

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@ -1,16 +1,20 @@
#ifndef BULLET_H
#define BULLET_H
#include <SDL2/SDL.h>
#include <SDL.h>
#define MAX_BULLETS 100
#define MAX_BULLETS 5
typedef struct {
SDL_Rect rect;
int active;
SDL_Rect rect;
int active;
} Bullet;
void updateBullets(Bullet* bullets, int* bulletCount, SDL_Renderer* renderer);
void fireBullet(Bullet* bullets, int* bulletCount, SDL_Rect* rect);
/* Initialize an existing Bullet struct */
void initBullet(Bullet *bullet, int x, int y);
void updateBullets(Bullet *bullets, int *bulletCount, SDL_Renderer *renderer);
void fireBullet(Bullet *bullets, int *bulletCount, SDL_Rect *rect);
void cleanupBullets(Bullet *bullets, int *bulletCount);
#endif

25
src/game.h Normal file
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@ -0,0 +1,25 @@
#ifndef GAME_H
#define GAME_H
#include <SDL.h>
#define FPS 60
#define FRAME_DELAY (1000 / FPS) // Milliseconds per frame
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
typedef struct {
char *spaceshipPath;
char *backgroundPath;
char *bulletPath;
} AssetPaths;
typedef struct {
SDL_Texture *bulletTexture;
SDL_Texture *playerTexture;
SDL_Texture *backgroundTexture;
} Textures;
extern Textures textures;
#endif /* GAME_H */

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@ -1,121 +1,297 @@
#include <SDL2/SDL.h>
#include "bullet.h"
#include "game.h"
#include "player.h"
#include <SDL.h>
#include <stdio.h>
#include <stdlib.h>
#include "bullet.h"
#include "player.h"
#include <string.h>
#define FPS 60
#define FRAME_DELAY (1000 / FPS) // Milliseconds per frame
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
Textures textures = {0}; // global textures storage (initialized to NULL pointers)
void handlePlayer(SDL_Renderer* renderer, Player* player, int speed) {
// Get current keyboard state
const Uint8* keys = SDL_GetKeyboardState(NULL);
int loadTextures(SDL_Renderer *renderer, AssetPaths *paths) {
SDL_Surface *bulletSurface = SDL_LoadBMP(paths->bulletPath);
if (!bulletSurface) {
fprintf(stderr, "Could not load bullet image: %s\n", SDL_GetError());
return 0;
}
if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A]) {
movePlayerLeft(player, speed);
}
if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D]) {
movePlayerRight(player, speed, SCREEN_WIDTH);
textures.bulletTexture = SDL_CreateTextureFromSurface(renderer, bulletSurface);
SDL_FreeSurface(bulletSurface);
if (!textures.bulletTexture) {
fprintf(stderr, "Could not create bullet texture: %s\n", SDL_GetError());
return 0;
}
SDL_Surface *playerSurface = SDL_LoadBMP(paths->spaceshipPath);
if (!playerSurface) {
fprintf(stderr, "Could not load player image: %s\n", SDL_GetError());
SDL_DestroyTexture(textures.bulletTexture);
textures.bulletTexture = NULL;
return 0;
}
textures.playerTexture = SDL_CreateTextureFromSurface(renderer, playerSurface);
SDL_FreeSurface(playerSurface);
if (!textures.playerTexture) {
fprintf(stderr, "Could not create player texture: %s\n", SDL_GetError());
SDL_DestroyTexture(textures.bulletTexture);
textures.bulletTexture = NULL;
return 0;
}
/* Load background (non-fatal) */
SDL_Surface *bgSurface = SDL_LoadBMP(paths->backgroundPath);
if (!bgSurface) {
fprintf(stderr, "Could not load background %s: %s\n", paths->backgroundPath, SDL_GetError());
textures.backgroundTexture = NULL;
} else {
textures.backgroundTexture = SDL_CreateTextureFromSurface(renderer, bgSurface);
SDL_FreeSurface(bgSurface);
if (!textures.backgroundTexture) {
fprintf(stderr, "Could not create background texture: %s\n", SDL_GetError());
textures.backgroundTexture = NULL;
}
}
// Render player flipped vertically
renderPlayerFlipped(renderer, player, SDL_FLIP_VERTICAL);
return 1;
}
int main(int argc, char* argv[]) {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "Could not initialize SDL: %s\n", SDL_GetError());
return EXIT_FAILURE;
/*
* Parse command-line arguments. Returns:
* 0 -> continue normally
* 1 -> printed help/version, should exit success
* -1 -> error in args, should exit failure
*/
static int handleArguments(int argc, char *argv[], char **resLocation) {
for (int args = 1; args < argc; args++) {
if (strcmp(argv[args], "--help") == 0 || strcmp(argv[args], "-h") == 0) {
printf("Star Invaders Help:\n");
printf("Use arrow keys or A/D to move the spaceship left and right.\n");
printf("Press SPACE to fire bullets.\n");
printf("Press ESC or close the window to exit the game.\n");
printf("Use --res-location or -rl to specify the resource location.\n");
return 1;
} else if (strcmp(argv[args], "--version") == 0 || strcmp(argv[args], "-v") == 0) {
printf("Star Invaders Version 1.0.0\n");
return 1;
} else if (strcmp(argv[args], "--res-location") == 0 || strcmp(argv[args], "-rl") == 0) {
if (args + 1 >= argc) {
fprintf(stderr, "Missing value for %s\n", argv[args]);
printf("Use --help or -h for usage information.\n");
return -1;
}
*resLocation = argv[++args];
} else {
printf("Unknown argument: %s\n", argv[args]);
printf("Use --help or -h for usage information.\n");
return -1;
}
}
return 0;
}
SDL_Window* window = SDL_CreateWindow("Star Invaders",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_SHOWN);
if (!window) {
fprintf(stderr, "Could not create window: %s\n", SDL_GetError());
SDL_Quit();
return EXIT_FAILURE;
}
AssetPaths *getResources(const char *resLocation) {
AssetPaths *paths = (AssetPaths *)malloc(sizeof(AssetPaths));
if (!paths) {
fprintf(stderr, "Out of memory\n");
return NULL;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (!renderer) {
fprintf(stderr, "Could not create renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_FAILURE;
}
size_t pathLen;
const char *shipFile = "spaceship.bmp";
const char *bgFile = "background.bmp";
const char *bulletFile = "bullet.bmp";
// Rectangle position and size
SDL_Rect rect = {400, 500, 50, 50};
int speed = 5;
pathLen = strlen(resLocation) + strlen(shipFile) + 2;
paths->spaceshipPath = (char *)malloc(pathLen);
if (!paths->spaceshipPath) {
free(paths);
fprintf(stderr, "Out of memory\n");
return NULL;
}
if (resLocation[strlen(resLocation) - 1] == '/') {
snprintf(paths->spaceshipPath, pathLen, "%s%s", resLocation, shipFile);
} else {
snprintf(paths->spaceshipPath, pathLen, "%s/%s", resLocation, shipFile);
}
// Bullets array
Bullet bullets[MAX_BULLETS];
int bulletCount = 0;
for (int i = 0; i < MAX_BULLETS; i++) {
bullets[i].active = 0;
}
pathLen = strlen(resLocation) + strlen(bgFile) + 2;
paths->backgroundPath = (char *)malloc(pathLen);
if (!paths->backgroundPath) {
free(paths->spaceshipPath);
free(paths);
fprintf(stderr, "Out of memory\n");
return NULL;
}
if (resLocation[strlen(resLocation) - 1] == '/') {
snprintf(paths->backgroundPath, pathLen, "%s%s", resLocation, bgFile);
} else {
snprintf(paths->backgroundPath, pathLen, "%s/%s", resLocation, bgFile);
}
// Create player
Player* player = createPlayer(renderer, "../res/spaceship.bmp", 400, 500);
if (!player) {
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_FAILURE;
}
pathLen = strlen(resLocation) + strlen(bulletFile) + 2;
paths->bulletPath = (char *)malloc(pathLen);
if (!paths->bulletPath) {
free(paths->backgroundPath);
free(paths->spaceshipPath);
free(paths);
fprintf(stderr, "Out of memory\n");
return NULL;
}
if (resLocation[strlen(resLocation) - 1] == '/') {
snprintf(paths->bulletPath, pathLen, "%s%s", resLocation, bulletFile);
} else {
snprintf(paths->bulletPath, pathLen, "%s/%s", resLocation, bulletFile);
}
// Main loop flag
int running = 1;
SDL_Event event;
Uint32 frameStart;
int frameTime;
int spacePressedLastFrame = 0;
return paths;
}
// Main loop
while (running) {
frameStart = SDL_GetTicks();
int main(int argc, char *argv[]) {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "Could not initialize SDL: %s\n", SDL_GetError());
return EXIT_FAILURE;
}
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = 0;
}
}
// Get current keyboard state for space key
const Uint8* keys = SDL_GetKeyboardState(NULL);
if (keys[SDL_SCANCODE_SPACE] && !spacePressedLastFrame) {
fireBullet(bullets, &bulletCount, &player->rect);
}
spacePressedLastFrame = keys[SDL_SCANCODE_SPACE];
// Clear screen with black
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// Update and draw bullets
updateBullets(bullets, &bulletCount, renderer);
// Handle player movement and rendering
handlePlayer(renderer, player, speed);
// Present the rendered frame
SDL_RenderPresent(renderer);
// Cap framerate at 60 FPS
frameTime = SDL_GetTicks() - frameStart;
if (frameTime < FRAME_DELAY) {
SDL_Delay(FRAME_DELAY - frameTime);
}
}
destroyPlayer(player);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
char *resLocation = "./res/";
int argResult = handleArguments(argc, argv, &resLocation);
if (argResult == 1) {
SDL_Quit();
return EXIT_SUCCESS;
} else if (argResult == -1) {
SDL_Quit();
return EXIT_FAILURE;
}
AssetPaths *paths = getResources(resLocation);
if (!paths) {
fprintf(stderr, "Could not load resources\n");
SDL_Quit();
return EXIT_FAILURE;
}
SDL_Window *window = SDL_CreateWindow("Star Invaders", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (!window) {
fprintf(stderr, "Could not create window: %s\n", SDL_GetError());
free(paths->backgroundPath);
free(paths->bulletPath);
free(paths->spaceshipPath);
free(paths);
SDL_Quit();
return EXIT_FAILURE;
}
SDL_Renderer *renderer =
SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (!renderer) {
fprintf(stderr, "Could not create renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
free(paths->backgroundPath);
free(paths->bulletPath);
free(paths->spaceshipPath);
free(paths);
SDL_Quit();
return EXIT_FAILURE;
}
if (!loadTextures(renderer, paths)) {
fprintf(stderr, "Could not create game textures: %s\n", SDL_GetError());
free(paths->backgroundPath);
free(paths->bulletPath);
free(paths->spaceshipPath);
free(paths);
SDL_Quit();
return EXIT_FAILURE;
}
// Bullets array
int bulletCount = 0;
Bullet bullets[MAX_BULLETS];
for (int i = 0; i < MAX_BULLETS; i++) {
initBullet(&bullets[i], 0, 0);
}
// Create player
Player *player = createPlayer(400, 500);
if (!player) {
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
free(paths->spaceshipPath);
free(paths->backgroundPath);
free(paths);
if (textures.bulletTexture) SDL_DestroyTexture(textures.bulletTexture);
if (textures.playerTexture) SDL_DestroyTexture(textures.playerTexture);
SDL_Quit();
return EXIT_FAILURE;
}
/* background is loaded into textures.backgroundTexture by loadTextures */
// Main loop flag
int running = 1;
SDL_Event event;
Uint32 frameStart;
int frameTime;
int spacePressedLastFrame = 0;
// Main loop
while (running) {
frameStart = SDL_GetTicks();
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = 0;
}
}
// Get current keyboard state for space key
const Uint8 *keys = SDL_GetKeyboardState(NULL);
if (keys[SDL_SCANCODE_SPACE] && !spacePressedLastFrame) {
fireBullet(bullets, &bulletCount, &player->rect);
}
spacePressedLastFrame = keys[SDL_SCANCODE_SPACE];
// Clear screen with black
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// Draw background if available
if (textures.backgroundTexture) {
SDL_RenderCopy(renderer, textures.backgroundTexture, NULL, NULL);
}
// Update and draw bullets
updateBullets(bullets, &bulletCount, renderer);
// cleanupUnrenderedBullets(bullets, &bulletCount); // removed
// Handle player movement and rendering
handlePlayer(renderer, player, playerSpeed, keys);
// Present the rendered frame
SDL_RenderPresent(renderer);
// Cap framerate at 60 FPS
frameTime = SDL_GetTicks() - frameStart;
if (frameTime < FRAME_DELAY) {
SDL_Delay(FRAME_DELAY - frameTime);
}
}
destroyPlayer(player);
// Cleanup bullets (deactivate all)
cleanupBullets(bullets, &bulletCount);
if (textures.bulletTexture) SDL_DestroyTexture(textures.bulletTexture);
if (textures.playerTexture) SDL_DestroyTexture(textures.playerTexture);
if (textures.backgroundTexture) SDL_DestroyTexture(textures.backgroundTexture);
free(paths->spaceshipPath);
free(paths->backgroundPath);
free(paths);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}

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@ -1,57 +1,57 @@
#include "player.h"
#include "game.h"
#include <stdio.h>
#include <stdlib.h>
Player* createPlayer(SDL_Renderer* renderer, const char* imagePath, int x, int y) {
Player* player = (Player*)malloc(sizeof(Player));
SDL_Surface* surface = SDL_LoadBMP(imagePath);
if (!surface) {
fprintf(stderr, "Could not load image %s: %s\n", imagePath, SDL_GetError());
free(player);
return NULL;
}
player->texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_FreeSurface(surface);
if (!player->texture) {
fprintf(stderr, "Could not create texture: %s\n", SDL_GetError());
free(player);
return NULL;
}
player->rect.x = x;
player->rect.y = y;
player->rect.w = 50;
player->rect.h = 50;
return player;
int playerSpeed = 5;
void handlePlayer(SDL_Renderer *renderer, Player *player, int playerSpeed, const Uint8 *keys) {
if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A]) {
movePlayerLeft(player, playerSpeed);
}
if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D]) {
movePlayerRight(player, playerSpeed, SCREEN_WIDTH);
}
// Render player flipped vertically
renderPlayerFlipped(renderer, player, SDL_FLIP_VERTICAL);
}
void renderPlayer(SDL_Renderer* renderer, Player* player) {
SDL_RenderCopy(renderer, player->texture, NULL, &player->rect);
Player *createPlayer(int x, int y) {
Player *player = (Player *)malloc(sizeof(Player));
player->rect.x = x;
player->rect.y = y;
player->rect.w = 50;
player->rect.h = 50;
return player;
}
void renderPlayerFlipped(SDL_Renderer* renderer, Player* player, SDL_RendererFlip flip) {
SDL_RenderCopyEx(renderer, player->texture, NULL, &player->rect, 0, NULL, flip);
void renderPlayer(SDL_Renderer *renderer, Player *player) {
SDL_RenderCopy(renderer, textures.playerTexture, NULL, &player->rect);
}
void movePlayerLeft(Player* player, int speed) {
if (player->rect.x - speed >= 0) {
player->rect.x -= speed;
}
void renderPlayerFlipped(SDL_Renderer *renderer, Player *player,
SDL_RendererFlip flip) {
SDL_RenderCopyEx(renderer, textures.playerTexture, NULL, &player->rect, 0, NULL,
flip);
}
void movePlayerRight(Player* player, int speed, int screenWidth) {
if (player->rect.x + player->rect.w + speed <= screenWidth) {
player->rect.x += speed;
}
void movePlayerLeft(Player *player, int playerSpeed) {
if (player->rect.x - playerSpeed >= 0) {
player->rect.x -= playerSpeed;
}
}
void destroyPlayer(Player* player) {
if (player) {
SDL_DestroyTexture(player->texture);
free(player);
}
void movePlayerRight(Player *player, int playerSpeed, int screenWidth) {
if (player->rect.x + player->rect.w + playerSpeed <= screenWidth) {
player->rect.x += playerSpeed;
}
}
void destroyPlayer(Player *player) {
if (player) {
free(player);
}
}

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@ -1,18 +1,22 @@
#ifndef PLAYER_H
#define PLAYER_H
#include <SDL2/SDL.h>
#include <SDL.h>
typedef struct {
SDL_Texture* texture;
SDL_Rect rect;
SDL_Rect rect;
} Player;
Player* createPlayer(SDL_Renderer* renderer, const char* imagePath, int x, int y);
void renderPlayer(SDL_Renderer* renderer, Player* player);
void renderPlayerFlipped(SDL_Renderer* renderer, Player* player, SDL_RendererFlip flip);
void movePlayerLeft(Player* player, int speed);
void movePlayerRight(Player* player, int speed, int screenWidth);
void destroyPlayer(Player* player);
extern int playerSpeed;
void handlePlayer(SDL_Renderer *renderer, Player *player, int playerSpeed, const Uint8 *keys);
Player *createPlayer(int x, int y);
void renderPlayer(SDL_Renderer *renderer, Player *player);
void renderPlayerFlipped(SDL_Renderer *renderer, Player *player,
SDL_RendererFlip flip);
void movePlayerLeft(Player *player, int playerSpeed);
void movePlayerRight(Player *player, int playerSpeed, int screenWidth);
void destroyPlayer(Player *player);
#endif