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-lmingw32 -lSDL2main -lSDL2
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Learn how to display an SDL window on screen by including the SDL library, initializing SDL, creating a window with a title and dimensions, centering it, and timing its display.
Explore rendering with an SDL window using the SDL renderer, manage frame updates at 40–60 fps, and configure display driver parameters.
http://www.cplusplus.com/doc/tutorial/pointers/
https://www.ntu.edu.sg/home/ehchua/programming/cpp/cp4_PointerReference.html
Display the ball image on the screen by rendering a texture, copying its data, and updating its x and y position each frame.
Explore keyboard event handling in a brick breaker game using SDL2, implementing an event loop and an event handler to process user input and quit events.
Load a world background image for the brick breaker game by creating a surface, converting it to a texture, and rendering it to a 640 by 480 SDL window.
Move the ball by updating its x and y positions each frame using velocity, clear the screen, and redraw it in the game loop with render copy and render present.
Learn to implement ball-wall collisions in a brick breaker game using SDL2 by reversing velocity when the ball hits screen edges, with a 30-pixel margin, after moving the ball.
Move the bat left and right with keyboard input in a brick breaker game built with SDL2, updating positions and textures within the game loop.
Move the bat using left and right arrow key events inside the game loop, updating its x position with boundary checks, and prepare for future bat and ball collision tutorials.
Learn how to implement bat and ball collision in a brick breaker game using SDL2 in C++, including collision detection conditions and reversing ball velocity.
Display bricks on the screen by initializing a brick grid with SDL surfaces and textures, and position each brick in a multi-row layout using brick width, height, and spacing.
Learn how to detect ball-brick collisions in a brick breaker game using SDL2 and a collision detection function, and remove bricks from the screen when hit.
Set a global delete_count to track removed bricks and trigger a win when it matches the total, then display a winning image using a surface, texture, and SDL2 rendering.
Learn to initialize and manage SDL resources by creating global surfaces and textures, destroying them to free memory, showing a win image, and quitting SDL after display.
Learn brick breaker game over logic in this SDL2 tutorial: rebound ball off bottom, reverse velocity at max height, and end game when it passes screen edge.
Create a game over screen in a brick breaker game using SDL2. Render the game over text with a surface texture and handle end-of-round when the ball exits the screen.
Initialize the ball above the bat and move it on enter using SDL2 events; clear bricks to advance levels, with two to three lives and escape to exit.
the final video explains why global structures are not ideal, advocates separating child services and SDL textures, and invites learners to pursue intermediate to advanced C++ courses.
In this course I'll take your Basic C++ skills, take them up a little and use them to make a Brick Breaker game using SDL2. You'll be given code after every few tutorials to carry along
We are going to learn basic game development elements, such as Events, game loop, object movement, object collision ,memory management etc and After taking this course Advance Game Programming will be 5 times easier for you guys.
At the end of the course you will be able to build 2D Common marketing Games and sell them...
Let's make a game!