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Asked: May 6, 20252025-05-06T12:14:31+05:30 2025-05-06T12:14:31+05:30

How can I implement a linked list in C to manage multiple projectiles in SDL2 without waiting to fire again?

anonymous user

I’m working on a game using SDL2 and C, and I’m trying to implement a linked list to manage multiple projectiles—specifically bullets that the player can fire. Right now, I can only shoot one bullet at a time, and I have to wait until that bullet leaves the screen before I can fire again, which is super frustrating.

I know that I need to modify my approach to allow for multiple bullets. Currently, I have a bullet structure that holds some specific properties like the position (x, y), dimensions (height, width), and the player velocity. Here’s how my bullet is set up:

“`c
//Bullet is visible
.plasma_rect[0].x = 0,
.plasma_rect[0].y = 0,
.plasma_rect[0].h = 50,
.plasma_rect[0].w = 50,

//Bullet is not visible
.plasma_rect[1].x = 0,
.plasma_rect[1].y = 100,
.plasma_rect[1].h = 50,
.plasma_rect[1].w = 50,
“`

I’ve set an `i` variable globally that helps track which bullet I’m trying to render, but this method only lets me use one bullet at a time. The whole process of shooting happens in a main loop where I check if the spacebar is pressed, and only then, I update the bullet’s position.

For firing, I have some logic that looks like this:
“`c
if (i == 1) {
// Render the bullet from plasma_rect
}

if (i == 0) {
// Set the new bullet position and handle shooting mechanics
}
“`

However, this isn’t scalable at all. I want to figure out how to create a linked list where each node contains properties of a bullet. This way, I could keep track of multiple bullets and fire them without being restricted by the previous bullet’s position.

Can anyone guide me on how to set this up? How do I dynamically add a new bullet node to the linked list when the spacebar is pressed? How do I update their positions and render them properly in the game loop? Any code snippets or concepts would be super helpful! I’m quite new to this whole linking and dynamic memory management thing in C, so I appreciate your patience as I figure this out.

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    2 Answers

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    1. anonymous user
      2025-05-06T12:14:32+05:30Added an answer on May 6, 2025 at 12:14 pm

      Implementing a Linked List for Multiple Bullets in SDL2

      If you want to allow multiple bullets to be fired at once in your game, using a linked list is a great way to manage the bullets. Here’s a simple way to set it up.

      Step 1: Define the Bullet Structure

      Your bullet could be defined in a way that includes the necessary properties:

      
      typedef struct Bullet {
          int x, y; // Position of the bullet
          int width, height; // Dimensions
          struct Bullet* next; // Pointer to the next bullet
      } Bullet;
          

      Step 2: Create Functions for Linked List Operations

      You’ll need a few functions to manage your linked list:

      Function to Create a Bullet

      
      Bullet* createBullet(int x, int y) {
          Bullet* newBullet = malloc(sizeof(Bullet));
          if (!newBullet) return NULL; // Check for memory allocation
          newBullet->x = x;
          newBullet->y = y;
          newBullet->width = 50; // Example values
          newBullet->height = 50; // Example values
          newBullet->next = NULL;
          return newBullet;
      }
          

      Function to Add a Bullet to the List

      
      void addBullet(Bullet** head, int x, int y) {
          Bullet* newBullet = createBullet(x, y);
          newBullet->next = *head; // Add to the front of the list
          *head = newBullet;
      }
          

      Step 3: Update Bullets in the Game Loop

      As you process the game loop, you can update and render the bullets:

      
      void updateBullets(Bullet* head) {
          Bullet* current = head;
          while (current != NULL) {
              current->y -= 5; // Move bullet up (example)
              // Here you'd use SDL to render the bullet
              current = current->next;
          }
      }
          

      Step 4: Handle Spacebar Press

      To fire a bullet, check for the spacebar press and add a bullet to the list:

      
      if (spacebarPressed) { // Replace with your actual input check
          addBullet(&bulletList, playerX, playerY); // Use player's position
      }
          

      Step 5: Clean Up

      Lastly, don’t forget to free the memory for each bullet when they’re no longer needed:

      
      void freeBullets(Bullet* head) {
          Bullet* temp;
          while (head != NULL) {
              temp = head;
              head = head->next;
              free(temp);
          }
      }
          

      This should give you a good foundation for managing multiple bullets in your game. Just remember to call your update and render functions in your main game loop, and keep your linked list tidy by freeing up memory when you’re done with your bullets!

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    2. anonymous user
      2025-05-06T12:14:33+05:30Added an answer on May 6, 2025 at 12:14 pm

      To manage multiple bullets effectively, implementing a simple linked list is your best bet. First, define a bullet node structure which contains the bullet position, dimensions, velocity, and a pointer to the next node: typedef struct Bullet { SDL_Rect rect; int velocity; struct Bullet* next; } Bullet;. When the player presses the spacebar, dynamically allocate a new bullet: Bullet *new_bullet = malloc(sizeof(Bullet)); then initialize its properties, such as position and velocity. Next, insert this node into the linked list by pointing its next pointer to the current head of your bullet list, and update the head to your new bullet: new_bullet->next = bullet_list; bullet_list = new_bullet;. This approach allows for dynamically managing multiple bullets independently without relying on the fixed-size structure you’re currently using.

      Inside your main game loop, iterate through the linked list to update bullet positions based on their velocities, handle boundary checks, and render each bullet. This would look something like: for (Bullet *curr = bullet_list, *prev = NULL; curr != NULL;) { curr->rect.y -= curr->velocity; SDL_RenderCopy(renderer, bulletTexture, NULL, &curr->rect); if (curr->rect.y < 0) { Bullet *tmp = curr; if (prev == NULL) bullet_list = curr->next; else prev->next = curr->next; curr = curr->next; free(tmp); } else { prev = curr; curr = curr->next; } }. This ensures bullets are smoothly created, updated each frame and removed once they leave the screen, providing a scalable and clean solution for your multiple-projectile scenario.

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