So I thought I’d try Code::Blocks

Code::Blocks is an alternative cross-platform open source IDE for C/C++ (and Fortran!). It doesn’t include a compiler but can work with most of them. It’s also written in C++ (you’d never guess from the name!) and so is fast.
Installing is just a
sudo apt install codeblocks
When you install it, it looks for installed compilers and gives you the choice of which is the default.
When you create a project there are a few types and one that got me excited was SDL. It creates a skeletal project and it was only when compiling that I realised it was for SDL1, not 2. It’s the nature of open source that things take time to remedy. So don’t bother with it.
Anyway I copied in my source files and clang objected because it couldn’t find the SDL2 files. The fix isn’t too difficult. In Code::Blocks, navigate to Project Build Options then in Compiler settings > Other compiler options add these lines
-lSDL2 -lSDL2_image -lSDL2_mixer
and in the Linker settings > Other linker options
-lSDL2 -lSDL2_image -lSDL2_mixer
Note those are -l () not i or 1.
After that it compiled and linked ok. The compiled code is in the bin/Debug folder. However to get Asteroids to run you need to copy in the images, sounds, and masks folders and the highscore.txt file. After that it runs fine, but note when you compile it seems to delete everything in the folder.
So overall it wasn’t a difficult thing to do and I’m going to install it on a Raspberry Pi and see how that goes. I’ve already got Visual Studio Code installed on it and working but having a second IDE (both using the same compiler) is no bad thing.

Back in November 2018, I was in Nottingham and passed a stand at the Winter Fayre. It was offering a console with 18,000 games on it for about £70. I bought one and what I got was an Orange PI with a 16 GB SD Card (all but full) and two USB joypads.

This is a screenshot of it as it stands and yes those asteroids are moving! It looks identical to the C version; the only difference is the code, not the appearance.
I got my Pi 4 a week ago and have been doing experiments on it with my Asteroids game. If I disable the line of code that kills the player ship in the DestroyObject() function and just add a return after case tPlayer: and uncomment the code that adds Asteroids when you press A then I can have lots of asteroids on screen. Also set the MAXASTEROIDS #define to 128.
I was interested in seeing what frame rate I got out of it and how much it warmed the PI.
I made the mistake of starting by trying to convert the final version of Asteroid; all 2,200 lines of C into C++.