SFML 2.x BreakOut Help!

Hi guys, i've been trying to make the classic breakout game using SFML. I have the following problems:

1) I cant figure out an easy way to make the bricks, stacked side by side!
2) I cant figure out how to make the ball movement after collision look uhm "Natural!"

Please check my code for what i've got and suggest improvements, thanks!

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#include <SFML/Graphics.hpp>
#include <cstdlib>
#include <ctime>

int main()
{
    /*
        Setting up the game window
    */
    sf::RenderWindow window(sf::VideoMode (640,480), "Breakout");

    /*
        Declaring game objects i.e sprites (Paddles, blocks and ball)
    */
    sf::RectangleShape bricks[500];
    sf::CircleShape ball(8.f);
    sf::RectangleShape paddle(sf::Vector2f(60, 10));

    paddle.setFillColor(sf::Color::Blue);
    ball.setFillColor(sf::Color::Red);

    paddle.setPosition((window.getSize().x / 2) - (paddle.getSize().x / 2), window.getSize().y - (30 + paddle.getSize().y));
    ball.setPosition(paddle.getPosition().x, paddle.getPosition().y - 30);

    ball.setRotation(-90);
    sf::Vector2f ballSpeed(-0.5f,-0.5f); //Meh!, Ballspeed constant!..,


    /*
        Set up game window bounds
    */

    //define sides
    sf::RectangleShape top;
    sf::RectangleShape bottom;
    sf::RectangleShape left;
    sf::RectangleShape right;

    //define side properties
    left.setSize(sf::Vector2f(0.1, 640));
    left.setFillColor(sf::Color::White);
    left.setPosition(sf::Vector2f(0,0));

    right.setSize(sf::Vector2f(0.1, 640));
    right.setFillColor(sf::Color::White);
    right.setPosition(sf::Vector2f(640,0));

    bottom.setSize(sf::Vector2f(640, 0.1));
    bottom.setFillColor(sf::Color::White);
    bottom.setPosition(sf::Vector2f(0,479));

    top.setSize(sf::Vector2f(640, 0.1));
    top.setFillColor(sf::Color::White);
    top.setPosition(sf::Vector2f(0,0));

    /*
         Declaring brick properties
     */
    for (unsigned i = 0; i < 500; i++)
    {
        bricks[i].setFillColor(sf::Color::Blue);
        bricks[i].setSize(sf::Vector2f(32, 12));
        bricks[i].setOutlineColor(sf::Color::Black);
        bricks[i].setOutlineThickness(1.f);


        if (i == 0)
        {
            bricks[i].setPosition(0, 0);
        }
        else if (i < 50)
        {
            bricks[i].setPosition(bricks[i-1].getPosition().x + bricks[i].getSize().x, 0);
        }
        else if (i==50)
        {
            bricks[i].setPosition(0, 0+bricks[i].getSize().y);
        }
        else if (i > 50 && i < 100)
        {
            bricks[i].setPosition(bricks[i-1].getPosition().x + bricks[i].getSize().x, bricks[i-1].getPosition().y);
        }
        else if (i==100)
        {
            bricks[i].setPosition(0, 12+bricks[i].getSize().y);
        }
        else if (i > 100 && i < 150)
        {
            bricks[i].setPosition(bricks[i-1].getPosition().x + bricks[i].getSize().x, bricks[i-1].getPosition().y);
        }
        else if (i==150)
        {
            bricks[i].setPosition(0, 24+bricks[i].getSize().y);
        }
        else if (i > 150 && i < 200)
        {
            bricks[i].setPosition(bricks[i-1].getPosition().x + bricks[i].getSize().x, bricks[i-1].getPosition().y);
        }

        else if (i==200)
        {
            bricks[i].setPosition(0, 36+bricks[i].getSize().y);
        }
        else if (i > 200 && i < 250)
        {
            bricks[i].setPosition(bricks[i-1].getPosition().x + bricks[i].getSize().x, bricks[i-1].getPosition().y);
        }
        else if (i==250)
        {
            bricks[i].setPosition(0, 48+bricks[i].getSize().y);
        }
        else if (i > 250 && i < 300)
        {
            bricks[i].setPosition(bricks[i-1].getPosition().x + bricks[i].getSize().x, bricks[i-1].getPosition().y);
        }
        else if (i==300)
        {
            bricks[i].setPosition(0, 60+bricks[i].getSize().y);
        }
        else if (i > 300 && i < 350)
        {
            bricks[i].setPosition(bricks[i-1].getPosition().x + bricks[i].getSize().x, bricks[i-1].getPosition().y);
        }
        else if (i==350)
        {
            bricks[i].setPosition(0, 72+bricks[i].getSize().y);
        }
        else if (i > 350 && i < 400)
        {
            bricks[i].setPosition(bricks[i-1].getPosition().x + bricks[i].getSize().x, bricks[i-1].getPosition().y);
        }
        else if (i==400)
        {
            bricks[i].setPosition(0, 84+bricks[i].getSize().y);
        }
        else if (i > 400 && i < 450)
        {
            bricks[i].setPosition(bricks[i-1].getPosition().x + bricks[i].getSize().x, bricks[i-1].getPosition().y);
        }
        else if (i==450)
        {
            bricks[i].setPosition(0, 96+bricks[i].getSize().y);
        }
        else if (i > 450 && i < 500)
        {
            bricks[i].setPosition(bricks[i-1].getPosition().x + bricks[i].getSize().x, bricks[i-1].getPosition().y);
        }

    }  /*
        There should be easier way to declare bricks without that many if statement: nested for loops maybe?
        */ //End brick properties declaration!


    ball.setPosition(paddle.getPosition()); //ball starts on paddle!

    while(window.isOpen()) //Begin Game Loop!
    {
        sf::Event Event;
        while(window.pollEvent(Event))
        {
            switch (Event.type)
            {
            case sf::Event::Closed:
                window.close();
                break;
            }
        }

        /*
            Config mouse movement!
        */
        if (sf::Mouse::getPosition(window).x > 0 && sf::Mouse::getPosition(window).x < (window.getSize().x - paddle.getSize().x))
            paddle.setPosition(sf::Mouse::getPosition(window).x, paddle.getPosition().y);

        /*
            Sort out ball and brick collision!
        */
        for (int i = 0; i < 500; i++)
        {
            if(bricks[i].getGlobalBounds().intersects(ball.getGlobalBounds()))
            {
                ballSpeed.y = -ballSpeed.y; //change direction of movement

                bricks[i].setSize(sf::Vector2f(0,0)); //make collided brick disappear!
                i = 499;    //terminate loop!, one collision at a time!
            }
        }

        /*
        Restrict ball within game bounds!
        */
        if(top.getGlobalBounds().intersects(ball.getGlobalBounds()))
        {
            ballSpeed.y = - ballSpeed.y;
        }

        if(bottom.getGlobalBounds().intersects(ball.getGlobalBounds()))
        {
            ballSpeed.y = - ballSpeed.y;
            ball.setPosition(paddle.getPosition());
        }

        if(left.getGlobalBounds().intersects(ball.getGlobalBounds()))
        {
            ballSpeed.x = - ballSpeed.x;
        }

        if(right.getGlobalBounds().intersects(ball.getGlobalBounds()))
        {
            ballSpeed.x = - ballSpeed.x;
        }
        /*
            Handle paddle and ball Collision!
        */
        if(paddle.getGlobalBounds().intersects(ball.getGlobalBounds()))
        {
            ballSpeed.y = -ballSpeed.y; //change direction!
        }

        ball.move(ballSpeed.x, ballSpeed.y);

        window.clear(sf::Color::White);


        for (unsigned i = 0; i < 500; i++)
        {
            window.draw(bricks[i]);
        }

        window.draw(top);
        window.draw(bottom);
        window.draw(left);
        window.draw(right);

        window.draw(paddle);
        window.draw(ball);
        window.display();
    }
}


This code is a modification from:
http://www.cplusplus.com/forum/general/116059/

i think i need something like this to make the bricks
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bricks[0].setPosition(0,0);
for ( int j = 0; j < 5; j++)
	for(int i = 1; i < 100; i++)
		            bricks[i].setPosition(bricks[i-1].getPosition().x + bricks[i].getSize().x, j);
but just couldnt get it to work :(
Thanks for u help guys!
This is how I do it
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 #define BLOCK_W 60  //block width
 #define BLK_BUF 100 //border spacing
 #define BLOCK_H 20  //block height
...
for (int i = 0; i < 6; ++i)//rows
{
        float y = BLK_BUF + BLOCK_H / 2.f + (BLOCK_H + 1) * i;//calc y based on row index
        for (int j = 0; j < 10; ++j)//cols
        {
               float x = BLK_BUF + BLOCK_W / 2.f + (BLOCK_W + 1) * j;//calc x based on col index
               std::uint32_t index = static_cast<std::uint32_t>(fmod(i + j, 6));//pick a color for the block
               blocks.emplace_back(
                        Block({ x, y }, colors[index], (index + 1) * 10)//construct block inplace
               );
        }
}
Thanks for the reply naraku9333 though i coldnt understand the logic in your code!, m still a beginner!..

I did however manage to get my for loop working , and look like this:

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    for ( int i = 0; i < 10; i++)
    {
        bricks[i+200].setPosition(0,i*13);

        for(int j = i*20+1; j < 20+i*20; j++)
        {
            bricks[j].setPosition(bricks[j-1].getPosition().x + bricks[j].getSize().x, i*13);
        }
    }


Thanks again!
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