How Differently?

Hey. Looking at your code you want to make a moving ball, but the old images
pollute the screen.

A simple solution is to clear the screen with
SDL_FillRect(screen,&screen->clip_rect,0x00000000); each loop.

If you want trailing “motion” images of the ball that don’t jump back
and forth, make a “virtual screen”,
blit the ball sprite to that and blit it to the screen each loop.

And if you mean drawing this without refreshing the screen just delete
the SDL_Delay and SDL_Flip lines.

int kolysanie_statkami()
{
ball[0]=IMG_Load(“czaszka.bmp”);
ball[1]=IMG_Load(“czaszka.bmp”);

    while(pl==false)
    {
   for(int i=0;i<=50;++i)

    {
        apply_surface(++i, 40, ball[0], screen );
        apply_surface(++i+80, 40, ball[1], screen );
        //Szybkosc ko?ysania
        SDL_Delay(80);
        SDL_Flip(screen);

    }
     for(int j=50;j>=0;--j)

    {
       apply_surface(--j, 40, ball[0], screen );
       apply_surface(--j+80,40, ball[1], screen );
       //Szybkosc ko?ysania
        SDL_Delay(80);

       SDL_Flip(screen);
    }

 }

}