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Problem with animation after right key press in SDL?

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Hello I'm trying to fix this graphical problem but I don't know how to code the fix and I don't even know If I'm correct on my solution but I will go ahead and tell you the problem and some ideas to why I think its happening but moving onto the problem.

[u]The Problem[/u]
When I press the right arrow key and blit surfaces to the screen it doesn't do it one at a time but instead all blit surfaces inside the if right key statement go on the screen at once

[u]Why is it happening?[/u]
It's because of the main while loop I think.

But I was wondering how could I set the bliting so that it blits images one at a time so that it won't mess up the application or cause flickering or any other graphical glitch.

Here's my code

//Main Libary
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <SDL/SDL_mixer.h>
//Other Files
#include "CollisionFunction.h"
#define SCREEN_HEIGHT 640
#define SCREEN_WIDTH 480

SDL_Rect OrangeGhostKnightRect;
//Main Rectangles
SDL_Rect LevelOneRect;
SDL_Rect GroundOneRect;
SDL_Rect GroundTwoRect;
SDL_Rect GroundThreeRect;
SDL_Rect GroundFourRect;
//Mario Rect
SDL_Rect MarioRect;
//Water Rects
SDL_Rect WaterRect;
SDL_Rect WaterRect2;
SDL_Rect WaterRect3;
SDL_Rect WaterGroundRect;

//Storage Rectangles
SDL_Rect StorageRect[12];

SDL_Rect BoundingBox[2];

//Timer Rect
SDL_Rect TimerTextRect;
//Weather Rect
SDL_Rect BubbleGumCloudRect;
//Orange Ghost Knight Logic

int LevelOneFunction(void *unused)
Uint8 *keystate = SDL_GetKeyState(NULL);
//Color Selections
Uint32 RedColor =SDL_MapRGB(Screen->format,255,0,0);
Uint32 OrangeColor =SDL_MapRGB(Screen->format,255,100,0);
Uint32 BlackColor =SDL_MapRGB(Screen->format,0,0,0);
Uint32 GreyColor = SDL_MapRGB(Screen->format,192,192,192);
Uint32 MintGreenColor = SDL_MapRGB(Screen->format,39,216,176);
Uint32 LightOliveGreenColor = SDL_MapRGB(Screen->format,135,179,77);
//SDL COLOR Colors
SDL_Color WhiteColor = {255,255,255};
//Storage Rect Positions
StorageRect[1].x = 0;
StorageRect[1].y = 0;
StorageRect[2].x = 0;
StorageRect[2].y = 380;
StorageRect[3].x = 0;
StorageRect[3].y = 310;
StorageRect[4].x = 0;
StorageRect[4].y = 360;
StorageRect[5].x = 0;
StorageRect[5].y = 400;
StorageRect[6].x = 320;
StorageRect[6].y = 400;
StorageRect[7].x = 580;
StorageRect[7].y = 400;
StorageRect[10].x = 400;
StorageRect[10].y = 320;
StorageRect[11].y = -200;
StorageRect[12].x = 5;
//BoundingBox 1 Values
BoundingBox[1].x =160;
BoundingBox[1].y =360;
BoundingBox[1].w = 60;
BoundingBox[1].h = 108;
//BoundingBox 2 Values
BoundingBox[2].x =300;
BoundingBox[2].y =300;
BoundingBox[2].w = 60;
BoundingBox[2].h = 120;

//Mario Rect Values
MarioRect.x = 0;
MarioRect.y = 0;
//LevelOneBG Values
LevelOneRect.x = 0;
LevelOneRect.y = 0;
//PurpleAmal Rock 1 Values
GroundOneRect.x = 0;
GroundOneRect.y = 0;

//Bool Variable
bool done = false;
//Event Creation
SDL_Event event;
{ /////////////////////////////////////////
StorageRect[11].x += 1;
StorageRect[10].x += 1;
//Movements of BoundingBoxes

if(StorageRect[3].x > SCREEN_WIDTH)
StorageRect[3].x -=20;
StorageRect[2].x -=3;
StorageRect[6].x -=3;
StorageRect[1].x -=10;

//Collision Boxes
StorageRect[3].y -= 5;

StorageRect[3].y += 6;

if(StorageRect[10].x == 400)
StorageRect[10].x += 40;


if(StorageRect[10].x == 480)
StorageRect[10].x -=40;


LevelOneRect = StorageRect[1];

WaterGroundRect = StorageRect[5];

GroundOneRect = StorageRect[2];

GroundTwoRect = StorageRect[6];

GroundThreeRect = StorageRect[7];

//If user doesn't press right key on keyboard
MarioRect = StorageRect[3];

MarioRect = StorageRect[3];

MarioRect = StorageRect[3];

//Movements of actual visual objects
StorageRect[3].x +=5;
StorageRect[3].y += 5;
StorageRect[1].x -=6;
StorageRect[2].x -=2;
StorageRect[4].x -=1;
StorageRect[5].x -= 4;
StorageRect[6].x -=2;
StorageRect[7].x -=2;
BoundingBox[2].x -=2;

//If user doesn't press right key on keyboard
else if(!keystate[SDLK_RIGHT])
MarioRect = StorageRect[3];

OrangeGhostKnightRect = StorageRect[10];
BubbleGumCloudRect = StorageRect[11];

//While continous events are running in event
//allow to be able to switch events
//if user presses on close
case SDL_QUIT:
//Close Application
return 0;

//break case

//Update Screen







If anyone has any answers of any kind and or helpful advice please do say

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