Banjo API 1.0.0-rc.2
Low-level C99 game development API
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sprite_animation.c

Frame-based sprite animation using sprite sheets.

Frame-based sprite animation using sprite sheets.Sprite animation works by loading a sprite sheet (multiple frames arranged in a grid) and blitting one frame at a time. By cycling through frames over time, the sprite appears to animate. This example demonstrates the core technique: use a frame counter to calculate which horizontal slice of the sprite sheet to blit each iteration.

#include <banjo/app.h>
#include <banjo/main.h>
#include <banjo/bitmap.h>
#include <banjo/event.h>
#include <banjo/log.h>
#include <banjo/memory.h>
#include <banjo/system.h>
#include <banjo/window.h>
// This sprite sheet has 7 frames arranged horizontally, each 24x24 pixels.
// Frame layout: [0][1][2][3][4][5][6]
#define SPRITE_W 24
#define SPRITE_H 24
#define FRAMES 7
#define WINDOW_W 240
#define WINDOW_H 240
// Frame counter determines which frame to display (1-7).
size_t frame_count = 1;
// Animation render: blit the current frame from the sprite sheet
// (offset by frame_count) into a small bitmap, then stretch-blit that
// into the window's framebuffer. frame_count advances on a timer in
// step; we just paint whatever it currently points at.
static void on_draw(
struct bj_window* w,
struct bj_render_target* target,
const struct bj_rect* dirty,
void* user_data
) {
(void)w; (void)dirty; (void)user_data;
// The animation technique: blit ONE frame from the sprite sheet by
// calculating the horizontal offset. Frame 1 starts at x=24, frame 2 at
// x=48, etc. This shifts which 24x24 region gets copied from the sheet.
.x = frame_count * SPRITE_W, // Horizontal offset into sprite sheet
.w = 24, .h = 24 // Size of one frame
}, bmp_rendering, & (bj_rect){.x = 0, .y = 0},
);
// Scale the small 24x24 frame to fill the 240x240 window for visibility.
}
static void* setup(struct bj_app* app, void* init_data) {
(void)init_data;
// Create a small off-screen bitmap to hold one animation frame.
// Load the sprite sheet once. It stays in memory - we just blit different
// regions from it each frame to create animation.
bmp_sprite_sheet = bj_create_bitmap_from_file(BANJO_ASSETS_DIR"/bmp/gabe-idle-run.bmp", 0);
bj_quit_app(app, 1);
return 0;
}
window = bj_bind_window("sprite sheet - Banjo", 0, 0, WINDOW_W, WINDOW_H, 0, 0);
return 0;
}
static void step(struct bj_app* app, struct bj_tick_info tick, void* user_data) {
(void)user_data;
// Advance one sprite frame every 120 ms (about 8 FPS), timed from the
// frame delta so the animation runs at the same speed whatever the
// app's render rate is. tick.delta is the seconds elapsed since the
// previous step.
static double since_frame = 0.0;
since_frame += tick.delta;
if (since_frame >= 0.120) {
since_frame -= 0.120;
// Advance to the next frame and wrap around (1->2->...->7->1),
// then request a fresh paint so banjo redraws with the new frame.
if (++frame_count >= FRAMES) {
}
}
bj_quit_app(app, 0);
}
}
static void teardown(struct bj_app* app, void* user_data) {
(void)user_data;
bj_end();
// Destroy the sprite sheet and off-screen buffer.
}
int main(int argc, char* argv[]) {
(void)argc; (void)argv;
return bj_run_app(setup, step, 0, teardown, 0);
}
Application lifecycle: callback-driven setup, step, and teardown.
int main(int argc, char *argv[])
Definition audio_pcm.c:177
static void step(struct bj_app *app, struct bj_tick_info tick, void *user_data)
Definition audio_pcm.c:144
static void teardown(struct bj_app *app, void *user_data)
Definition audio_pcm.c:170
static void * setup(struct bj_app *app, void *init_data)
Definition audio_pcm.c:107
Header file for Bitmap type.
static void on_draw(struct bj_window *w, struct bj_render_target *target, const struct bj_rect *dirty, void *user_data)
Definition bitmap_blit.c:32
bj_bitmap * bmp_rendering
Definition bitmap_blit.c:25
#define WINDOW_W
Definition bitmap_blit.c:21
bj_window * window
Definition bitmap_blit.c:24
#define WINDOW_H
Definition bitmap_blit.c:22
Sytem event management API.
bj_real delta
Definition app.h:107
int bj_run_app(bj_app_setup_fn setup, bj_app_step_fn step, bj_app_fixed_step_fn fixed_step, bj_app_teardown_fn teardown, void *init_data)
Drive the application lifecycle.
void bj_quit_app(struct bj_app *app, int exit_code)
Signal the given application to exit on the next iteration.
Timing snapshot handed to the step and fixed-step callbacks.
Definition app.h:106
void bj_clear_bitmap(struct bj_bitmap *bitmap)
Fills the entire bitmap with the clear colour.
bj_bool bj_blit_stretched(const struct bj_bitmap *src, const struct bj_rect *src_area, struct bj_bitmap *dst, const struct bj_rect *dst_area, enum bj_blit_op op)
Stretched bitmap blitting (nearest neighbor).
struct bj_bitmap * bj_create_bitmap_from_file(const char *path, struct bj_error **error)
Creates a new bitmap by loading from a file.
bj_bool bj_blit(const struct bj_bitmap *src, const struct bj_rect *src_area, struct bj_bitmap *dst, const struct bj_rect *dst_area, enum bj_blit_op op)
Bitmap blitting operation from a source to a destination bitmap.
uint32_t bj_make_bitmap_pixel(struct bj_bitmap *bitmap, uint8_t red, uint8_t green, uint8_t blue)
Returns an opaque value representing a pixel colour, given its RGB composition.
struct bj_bitmap * bj_create_bitmap(size_t width, size_t height, enum bj_pixel_mode mode, size_t stride)
Creates a new struct bj_bitmap with the specified width and height.
void bj_set_bitmap_color(struct bj_bitmap *bitmap, uint32_t color, uint8_t roles)
Sets one or more colour properties of a bitmap.
void bj_destroy_bitmap(struct bj_bitmap *bitmap)
Deletes a struct bj_bitmap object and releases associated memory.
@ BJ_BLIT_OP_COPY
Copy source to destination (fast path when formats match)
Definition bitmap.h:93
@ BJ_BITMAP_CLEAR_COLOR
Clear/fill colour for bj_clear_bitmap()
Definition bitmap.h:118
struct bj_render_target bj_render_target
Definition api.h:346
struct bj_bitmap bj_bitmap
Definition api.h:328
struct bj_window bj_window
Definition api.h:354
void bj_dispatch_events(void)
Poll and dispatch all pending events.
void bj_close_on_escape(struct bj_window *window, const struct bj_key_event *event, void *user_data)
Handle the ESC key to close a window.
bj_key_callback_fn bj_set_key_callback(bj_key_callback_fn callback, void *user_data)
Set the global callback for keyboard key events.
Axis-aligned rectangle: a top-left corner plus a width and height.
Definition rect.h:33
@ BJ_PIXEL_MODE_BGR24
24bpp BGR
Definition pixel.h:96
bj_bool bj_begin(int systems, struct bj_error **error)
Initialises the system.
void bj_end(void)
De-initialises the system.
@ BJ_VIDEO_SYSTEM
Definition system.h:81
void bj_set_draw_callback(struct bj_window *window, bj_window_draw_fn fn, void *user_data)
Register the redraw callback for window.
static void bj_invalidate_window(struct bj_window *window)
Mark the whole window as needing a repaint.
Definition window.h:470
struct bj_window * bj_bind_window(const char *title, uint16_t x, uint16_t y, uint16_t width, uint16_t height, uint8_t flags, struct bj_error **error)
Create a new struct bj_window with the specified attributes.
struct bj_bitmap * bj_render_target_bitmap(struct bj_render_target *target)
Reach the software framebuffer behind a render target.
bj_bool bj_should_close_window(struct bj_window *window)
Get the close flag state of a window.
void bj_unbind_window(struct bj_window *window)
Deletes a struct bj_window object and releases associated memory.
bj_bitmap * bmp_sprite_sheet
Definition load_bmp.c:81
Logging utility functions.
Portable main() replacement with platform-aware entry shim.
All memory-related functions, including custom allocators.
#define SPRITE_W
#define FRAMES
size_t frame_count
#define SPRITE_H
Header file for system interactions.
Header file for bj_window type.