gamedev
Got a camera to work. It's manual but if I plan to actually finish this game, I would probably have it scroll based on the player's position and movement. You can also see that there are tiles outside of the camera bounds. Those were left in by mistake.
SFML has a built in camera called sf::View. It's pretty weird. I'm used to having a 2D camera origin being at the top-left corner just like sprites, but the origin is actually in the center which is something I need to get used to.
I mean, it's kind of justified because it also has support for rotation and zooming (things I have never used). I'm just used to implementing my own camera system and just drawing sprites based off of their positions and the camera offsets, but that not an option here because sprites are automatically drawn based on their position (no manually drawing here).
Also, the tile map wasn't from a file, array, or anything like that. It's just a simple nested for loop with an if statement to create the cross of solid tiles.
Not the breakout clone but I've got animated sprites to work in SFML.
Also, I forgot that I have the #gamedev hashtag featured in my profile and I haven't used it, so here you go.
gamedev
Reworked the ball physics. Now the ball's velocity changes on where it hits the paddle.
gamedev
Now the ball resets when it falls off. I should probably change the collision detection to be angle based because the ball can just plow into the bricks as you can see in this video, but I will do that later.