Hey Devshed! So I'm working a little project and I need some advice or pointers on how 16x16 sprites work in SDL. In addition to that, do you think sdl is the best choice for the job as opposed to the heavier API of OpenGL? The goal here is to use the spritesheet with SDL that's about it as far as that goes. The game is being written in pure C with another library being used for the environment. Here's what I have in the main right now, still getting some trailing from the sprite but the math in the key input might be the cause of that:

Code:
void HandleEvent(SDL_Event event)
{
  switch (event.type) {
    /* close button clicked */
    case SDL_QUIT:
      gameover = 1;
      break;

    /* handle the keyboard */
    case SDL_KEYDOWN:
      switch (event.key.keysym.sym) {
        case SDLK_ESCAPE:
        case SDLK_q:
          gameover = 1;
          break;
        case SDLK_LEFT:
          if ( rcSrc.x == 192 )//check
            rcSrc.x = 208;//check
          else
            rcSrc.x = 144;//check
          rcSprite.x -= 5;
          break;
        case SDLK_RIGHT:
          if ( rcSrc.x == 64 )// check
            rcSrc.x = 80; // check
          else
            rcSrc.x = 16;//check
          rcSprite.x += 5;
          break;
        case SDLK_UP:
          if ( rcSrc.x == 0 )//check
            rcSrc.x = 16;//check
          else
            rcSrc.x = 0;//check
          rcSprite.y -= 5;
          break;
        case SDLK_DOWN:
          if ( rcSrc.x == 128 )//check
            rcSrc.x = 144;//check
          else
            rcSrc.x = 80;
          rcSprite.y += 5;
          break;
      }
      break;
  }
}