# 18. Tutorial: Breakout with artwork

This chapter builds Breakout a second time, out of loaded PNG artwork, with a drawn
brick field, five powerups, three voices of sound and a HUD in colour. It is a bigger
program than [Chapter 17](17-tutorial-breakout.md)'s and it uses a completely different set
of verbs: everything here is drawn or loaded, and nothing is written into the text grid.

This is what you are building:

![The finished game: a coloured HUD across the top, five rows of coloured bricks, a gem falling, the ball above the paddle](images/breakout-game-artwork.png)

The finished listing is
[`examples/breakout/sprites/breakout.bas`](../examples/breakout/sprites/breakout.bas).

Read Chapter 17 first if you have not. The rules it teaches — declare every name up front,
loop with `GOTO`, parenthesise mixed `+` and `-`, build a random-number generator — all
apply here too, and are not repeated.

One of them is worth repeating, because this chapter leans on it harder than Chapter 17
does. **`#` is an integer, `%` is a float and `$` is a string.** That is the opposite way
round from Commodore BASIC, and it is why ball positions and velocities here are `BLX%` and
`BLVX%` while counters and flags are `BLN#` and `BLON#`. Get one wrong and the ball moves in
whole pixels, or stops.

[Chapter 3](03-the-language.md) is the language reference for the rest — `MOD`, `INSTR`,
`MID`, `LEN` — and [Chapter 4](04-control-flow.md) is `BEGIN`/`BEND`, `DO ... LOOP UNTIL`
and `GOSUB`.

```sh norun
$ ./build-akgl/basic examples/breakout/sprites/breakout.bas
```

| Key | Does |
|---|---|
| left / right | move the paddle |
| space | start a game, launch the ball, release a stuck ball |
| P | pause |
| S | sound on and off |
| Q or escape | quit |

A broken brick drops a gem about one time in seven. Catch it with the paddle; the colour
tells you which it is.

| Gem | Name | Does | For |
|---|---|---|---|
| red | EXPAND | doubles the paddle's width | 20 seconds |
| yellow | MULTI | throws two more balls off the one in play | until they are lost |
| green | SLOW | drops the ball's speed to about two thirds | 16 seconds |
| blue | STICKY | the ball sticks where it lands; space fires it | 18 seconds |
| purple | CATCH | a second bar appears higher up the field | 24 seconds |

## What you will do

- **[Step 1](#step-1-put-artwork-on-the-screen)** — load PNG artwork into sprites
- **[Step 2](#step-2-budget-the-eight-sprite-slots)** — decide what each of the eight
  sprites is, before writing anything else
- **[Step 3](#step-3-make-room-for-what-you-draw)** — take the text layer out of the way,
  so what you draw can be seen and stays seen
- **[Step 4](#step-4-make-the-brick-stamps)** — make one brick per colour and stamp the
  field out of them
- **[Step 5](#step-5-draw-at-most-one-thing-per-frame)** — draw at most one thing per
  frame, chosen by dirty flags
- **[Step 6](#step-6-erase-one-brick-not-the-whole-field)** — erase a broken brick in
  place, so the field is drawn once and not rebuilt
- **[Step 7](#step-7-draw-lettering-with-a-stroke-font)** — draw lettering with a stroke
  font, because text has no colour
- **[Step 8](#step-8-move-and-bounce-the-ball)** — move the ball, bounce it off the bars
  without a square root, and register the bricks as collision geometry so the interpreter
  finds the hits
- **[Step 9](#step-9-gems-and-powerups)** — drop gems and apply what catching one does
- **[Step 10](#step-10-three-voices-and-a-mute)** — three voices of sound and a mute that
  costs nothing
- **[Step 11](#step-11-the-states)** — the frame loop's states: title, serve, play, lost,
  cleared
- **[Step 12](#step-12-put-the-program-together)** — put the pieces in one file, in the
  right order

---

## Step 1: Put artwork on the screen

**Goal: a picture from a file, on the screen, at its own size.**

`SPRSAV` takes an image file path as well as an array of pattern bytes, and a sprite
loaded from a file **keeps the image's own size** rather than being squeezed into 24 by
21. That is the whole of it:

```basic requires=akgl setup=breakout_art screenshot=breakout-artwork
I# = 0
SPRSAV "art/paddleBlu.png", 3
SPRSAV "art/paddleRed.png", 4
SPRSAV "art/ballBlue.png", 5
SPRSAV "art/element_red_polygon_glossy.png", 6
SPRSAV "art/element_green_polygon_glossy.png", 7
SPRSAV "art/element_purple_polygon_glossy.png", 8
FOR I# = 3 TO 8
  SPRITE I#, 1, 2
NEXT I#
MOVSPR 3, 20, 20
MOVSPR 4, 20, 60
MOVSPR 5, 160, 30
MOVSPR 6, 30, 120
MOVSPR 7, 130, 120
MOVSPR 8, 230, 120
```

![Two paddles, a ball and three coloured gems](images/breakout-artwork.png)

That is the whole game's cast: two bars, a ball and five gems.

**Write down the sizes now**, because every collision test later in this chapter is built
out of them:

| Artwork | Is | Shows up later as |
|---|---|---|
| `paddleBlu.png`, `paddleRed.png` | 104 by 24 | `PDW# = 104`, and the bar's height in `HITBAR` |
| `ballBlue.png`, `ballGrey.png` | 22 by 22 | `+ 21` on every edge of the ball's box |
| the five gems | 48 by 46 | the `+ 48` and `+ 46` in the catch test |

Three more things to note.

**The path is tried against the working directory first, then against the directory the
program was loaded from.** A `.bas` stored beside its own `art/` folder therefore runs from
anywhere.

**`SPRITE n, 1, 2` turns sprite `n` on in colour 2.** A sprite's colour *multiplies* the
artwork rather than replacing it, so colour 2 — white — is the one that leaves loaded
artwork looking like itself. Any other colour tints it.

**Put the art where the licence lets you.** The artwork here is Kenney's
[Puzzle Pack 1](https://kenney.nl/assets/puzzle-pack-1), released under
[CC0](http://creativecommons.org/publicdomain/zero/1.0/), and
`examples/breakout/sprites/art/PROVENANCE.md` records which file is used for what. CC0
does not require crediting Kenney. Do it anyway.

## Step 2: Budget the eight sprite slots

**Goal: know what all eight sprites are before you write the program.**

There are eight sprite slots and no more. That is not a limit you will design your way
around later, so spend them on paper first. This game spends them like this:

| Slot | Is |
|---|---|
| 1 | free |
| 2 | free |
| 3 | the paddle |
| 4 | the catcher bar (the purple gem) |
| 5, 6, 7 | up to three balls |
| 8 | the falling gem |

Six are spent and **two are left over**, which is more room than the program needs. Two
consequences fall straight out of the six that are spent:

- **The bricks are drawn rather than made of artwork.** Sixty bricks will not fit in six
  slots, and a sprite is the only way to get an image file onto the screen — `GSHAPE`
  cannot stamp a sprite and `SPRSAV` cannot read one back out.
- **Only one gem falls at a time.** There is one slot for it, so a brick broken while a gem
  is already falling drops nothing.

Deciding this first is what stops a feature costing an afternoon before it is abandoned.

## Step 3: Make room for what you draw

**Goal: something you drew, still on the screen on the next frame.**

Two things have to be true before a drawing is any use, and only one of them is automatic.

**A drawing persists.** `DRAW`, `BOX`, `CIRCLE` and `PAINT` render into a layer the frame
composites underneath the text and the sprites, so a picture you draw once is there on
every frame after. You do not redraw it and you do not have to keep it anywhere.

**But the text layer covers it.** It repaints every row it owns, opaque, every frame — and
by default it owns the whole window. So the first executable line of this program is:

```basic norun
WINDOW 0, 35, 49, 36
```

Two rows at the bottom, which is enough for the final score, and the other thirty-five
belong to the drawing verbs. `WINDOW l, t, r, b` takes character cells, and
`RWINDOW(0)` and `RWINDOW(1)` report what you ended up with.

That is the whole of it. Draw your field once and it stays; draw your HUD once and it
stays.

**Two consequences shape the rest of this chapter, and both are things you no longer have
to do.**

There is no drawing deadline. The host runs a fixed number of source lines and then
presents the frame, and a drawing longer than one batch used to be a problem — it does not
matter here, because a drawing that spans two batches simply arrives over two frames and
the layer keeps both halves.

And there is nothing to redraw. If you change one brick, erase that brick; the other
fifty-nine are still on the screen. Which is why this chapter has no routine that walks a
list of everything still standing.

## Step 4: Make the brick stamps

**Goal: six coloured bricks, and a field stamped out of them.**

Draw one brick per row colour, capture the six of them, and then stamp them wherever a
brick belongs with `GSHAPE`. Drawing six things and stamping sixty is far cheaper than
drawing sixty.

```basic requires=akgl screenshot=breakout-stamps size=100x130
DIM BRC#(6)
I# = 0
R# = 0
K# = 0
T1# = 0
T2# = 0
FOR I# = 0 TO 5
  READ BRC#(I#)
NEXT I#
GRAPHIC 1, 1
WIDTH 1
FOR R# = 0 TO 5
  COLOR 1, BRC#(R#)
  T1# = R# * 20
  T2# = T1# + 8
  FOR K# = 0 TO 7
    DRAW 1, 0, T1# + K# TO 67, T1# + K# : DRAW 1, 0, T2# + K# TO 67, T2# + K#
  NEXT K#
NEXT R#

DATA 3, 9, 8, 6, 4, 5
```

![Six bricks, one per row colour, stacked vertically](images/breakout-stamps.png)

Reading that from the top: `GRAPHIC 1, 1` selects the graphics mode and clears it.
`COLOR 1, BRC#(R#)` sets **colour source 1** to the palette entry that row wants — a
drawing verb names a source, not a colour, and there are seven sources. `DRAW 1, x1, y1 TO
x2, y2` draws a line using source 1.

Each brick is 68 by 16 and is filled with horizontal lines. The inner loop draws **two
scan lines per pass**, `T1# + K#` and `T2# + K#`, so eight passes fill sixteen rows. That
costs about a hundred and thirty lines for the whole set instead of the two hundred and
seventy a line-at-a-time loop would take.

Capturing the six is six `SSHAPE`s:

```basic norun
SSHAPE Z$, 0, 0, 68, 16 : S0$ = Z$
SSHAPE Z$, 0, 20, 68, 36 : S1$ = Z$
SSHAPE Z$, 0, 40, 68, 56 : S2$ = Z$
SSHAPE Z$, 0, 60, 68, 76 : S3$ = Z$
SSHAPE Z$, 0, 80, 68, 96 : S4$ = Z$
SSHAPE Z$, 0, 100, 68, 116 : S5$ = Z$
```

**`SSHAPE` has sixteen slots and nothing gives one back**, and this program spends eight of
them: six brick colours and the two erasers in Step 6. Spent once, at startup, and never
again — nothing here captures per frame, so there is no pool to run dry and no rebuild:

```basic norun
LABEL DRAWPROTOS
GRAPHIC 1, 1
WIDTH 1
```

with the six `DRAW` loops, Step 6's two erasers, and eight `SSHAPE`s after it. Called once,
from the setup block.

**`PAINT` would be one statement instead of sixteen, and is not usable here.** It costs
nearly four milliseconds a call; sixty of those is seven frames' worth of time.

Now the whole screen — walls, the brick field stamped out of the six, and the artwork on
top:

```basic requires=akgl setup=breakout_art screenshot=breakout-screen size=800x600
DIM BRC#(6)
I# = 0
R# = 0
C# = 0
K# = 0
T1# = 0
T2# = 0
Z$ = ""
FOR I# = 0 TO 5
  READ BRC#(I#)
NEXT I#
GRAPHIC 1, 1
WIDTH 1
FOR R# = 0 TO 5
  COLOR 1, BRC#(R#)
  T1# = R# * 20
  T2# = T1# + 8
  FOR K# = 0 TO 7
    DRAW 1, 0, T1# + K# TO 67, T1# + K# : DRAW 1, 0, T2# + K# TO 67, T2# + K#
  NEXT K#
NEXT R#
SSHAPE Z$, 0, 0, 68, 16 : S0$ = Z$
SSHAPE Z$, 0, 20, 68, 36 : S1$ = Z$
SSHAPE Z$, 0, 40, 68, 56 : S2$ = Z$
SSHAPE Z$, 0, 60, 68, 76 : S3$ = Z$
SSHAPE Z$, 0, 80, 68, 96 : S4$ = Z$
SSHAPE Z$, 0, 100, 68, 116 : S5$ = Z$
GRAPHIC 1, 1
WIDTH 2
COLOR 5, 16 : COLOR 1, 4
BOX 5, 2, 62, 797, 597
BOX 1, 6, 66, 793, 593
FOR C# = 0 TO 9
  Z$ = S0$ : GSHAPE Z$, 42 + C# * 72, 108
  Z$ = S1$ : GSHAPE Z$, 42 + C# * 72, 132
  Z$ = S2$ : GSHAPE Z$, 42 + C# * 72, 156
  Z$ = S3$ : GSHAPE Z$, 42 + C# * 72, 180
  Z$ = S4$ : GSHAPE Z$, 42 + C# * 72, 204
  Z$ = S5$ : GSHAPE Z$, 42 + C# * 72, 228
NEXT C#
SSHAPE Z$, 0, 60, 800, 600
SPRSAV Z$, 2
SPRITE 2, 1, 2
MOVSPR 2, 0, 60
SPRSAV "art/paddleBlu.png", 3
SPRSAV "art/ballBlue.png", 5
SPRITE 3, 1, 2
SPRITE 5, 1, 2
MOVSPR 3, 348, 540
MOVSPR 5, 389, 517

DATA 3, 9, 8, 6, 4, 5
```

![The full field: a double border, six rows of coloured bricks, the paddle and the ball](images/breakout-screen.png)

Everything above the `SSHAPE Z$, 0, 60, 800, 600` is a drawing nobody would ever see.
Those four lines are what make it the screen.

A brick is 68 by 16 on a 72 by 24 pitch, ten columns by six rows, with the field's top-left
corner at (42, 108). Those numbers are worth writing down once; they come back in Steps 7
and 9.

The finished game keeps its six stamps in six separate scalars — `S0$` to `S5$` — rather
than in an array. An array works too.

## Step 5: Draw at most one thing per frame

**Goal: a frame loop that paces, draws one thing, and then plays the game.**

```basic norun
LABEL FRAME
GOSUB DRAWJOB
GOSUB READKEYS
IF STATE# = 0 THEN GOSUB TITLETICK
IF STATE# = 1 THEN GOSUB SERVETICK
IF STATE# = 2 THEN GOSUB PLAYTICK
IF STATE# = 3 THEN GOSUB LOSTTICK
IF STATE# = 4 THEN GOSUB CLEARTICK
IF RUNNING# = 0 THEN GOTO SHUTDOWN
GOTO FRAME
```

At most one drawing job a frame, then the game. Nothing here has a deadline any more — a
drawing that spans two batches arrives over two frames — but a queue of one still keeps the
work even, and it keeps the *decision* about what needs redrawing in one place instead of
scattered through the game.

`DRAWJOB` is a queue of one, chosen by dirty flags — stamps first, because everything else
draws with them, then the field, then the HUD:

```basic norun
LABEL DRAWJOB
IF DPLAY# = 0 THEN GOTO DRAWJOB3
GOSUB DRAWPLAY
DPLAY# = 0
RETURN
LABEL DRAWJOB3
IF DHUD# = 0 THEN RETURN
GOSUB DRAWHUD
DHUD# = 0
RETURN
```

The rest of the game never draws. It sets `DPLAY# = 1` or `DHUD# = 1` when something has
changed and gets on with its frame. One consequence is visible and deliberate: **the score
lags the bricks by one frame**, because the field is drawn first. At thirty frames a second
nobody can see it.

Those are `LABEL`s and `GOTO`s rather than `BEGIN` blocks. Either works; the labels keep
each arm to one `RETURN` and read the same.

## Step 6: Erase one brick, not the whole field

**Goal: take a broken brick off the screen without redrawing the other fifty-nine.**

Because a drawing stays, removing something means covering it up. There is no
filled-rectangle verb — `BOX` outlines and `PAINT` costs about four milliseconds a call —
so the cheapest way to blank a region is a stamp of something blank:

```basic norun
COLOR 1, 1
FOR K# = 0 TO 15
  DRAW 1, 0, 130 + K# TO 67, 130 + K#
NEXT K#
SSHAPE Z$, 0, 130, 68, 146 : BL$ = Z$
```

The same sixteen lines the brick stamps are made of, in the background colour. Erasing is
then one statement:

```basic norun
LABEL ERASEBRICK
Z$ = BL$
GSHAPE Z$, BRKX# + C# * 72, BRKY# + R# * 24
RETURN
```

Make a second one the width of the HUD strip while you are here, for the same reason: the
strip is rewritten whenever a number in it changes, and the old digits have to go
somewhere before the new ones are drawn. It is the same code with a bigger rectangle:

```basic norun
FOR K# = 0 TO 59
  DRAW 1, 0, 160 + K# TO 799, 160 + K#
NEXT K#
SSHAPE Z$, 0, 160, 800, 220 : HBL$ = Z$
```

Both blocks belong at the end of `DRAWPROTOS` in Step 4, drawn below the six brick
prototypes and captured with them, so the eight `SSHAPE` slots are all spent in one place.
`HBL$` is stamped at the top of the HUD redraw and `BL$` by `ERASEBRICK`.

**This is what makes the whole field a draw-once job.** Draw the walls and all sixty bricks
when a level is laid out, and after that touch only what changes. A program that had to
redraw the field to remove one brick would need a list of what is still standing, kept in
step with the array, walked in runs per row — and none of that is here, because none of it
is needed.

## Step 7: Draw lettering with a stroke font

**Goal: a HUD in more than one colour.**

The text grid draws in one colour and has no verb that changes it — `CHAR` accepts a
colour argument and ignores it. A coloured HUD therefore has to be *drawn*, which means
carrying a font.

The font here is four units wide and seven tall, one glyph per `DATA` line: **how many
strokes, then that many pairs of points**. A point is coded `X * 10 + Y`, so 0 is the
top-left corner, 30 the top right, 6 the bottom left and 36 the bottom right.

```basic requires=akgl screenshot=breakout-lettering size=260x110
DIM FNC#(5)
DIM FNI#(5)
DIM FNS#(60)
I# = 0
K# = 0
N# = 0
D# = 0
GP# = 0
GX# = 0
GX2# = 0
P1# = 0
P2# = 0
X1# = 0
Y1# = 0
X2# = 0
Y2# = 0
FOR I# = 0 TO 4
  READ N#
  FNC#(I#) = N#
  FNI#(I#) = GX#
  GOSUB READGLYPH
NEXT I#
GRAPHIC 1, 1
WIDTH 2
COLOR 1, 8
SZ# = 9
FOR I# = 0 TO 4
  GOSUB DRAWGLYPH
NEXT I#
END

LABEL READGLYPH
FOR K# = 1 TO N# * 2
  READ D#
  FNS#(GX#) = D#
  GX# = GX# + 1
NEXT K#
RETURN

LABEL DRAWGLYPH
GP# = FNI#(I#)
GX2# = 20 + I# * SZ# * 5
FOR K# = 1 TO FNC#(I#)
  P1# = FNS#(GP#)
  P2# = FNS#(GP# + 1)
  GP# = GP# + 2
  X1# = GX2# + (P1# / 10) * SZ#
  Y1# = 20 + MOD(P1#, 10) * SZ#
  X2# = GX2# + (P2# / 10) * SZ#
  Y2# = 20 + MOD(P2#, 10) * SZ#
  DRAW 1, X1#, Y1# TO X2#, Y2#
NEXT K#
RETURN

REM S
DATA 5, 0,30, 0,3, 3,33, 33,36, 6,36
REM C
DATA 3, 0,30, 0,6, 6,36
REM O
DATA 4, 0,30, 6,36, 0,6, 30,36
REM R
DATA 5, 0,6, 0,30, 3,33, 30,33, 13,36
REM E
DATA 4, 0,6, 0,30, 3,33, 6,36
```

![The word SCORE drawn as line strokes](images/breakout-lettering.png)

`SZ#` is the scale, so the same table draws a 12-unit `BREAKOUT` on the title screen and a
4-unit `SCORE` in the HUD.

Turning a character into a glyph number is one call: `INSTR(ALPHA$, MID(TX$, TXI#, 1))`
over an alphabet string. **`MID` and `INSTR` both count from zero in this dialect**, which
is the opposite of Commodore BASIC and the opposite of most other BASICs — `MID(A$, 0, 1)`
is the first character, and `INSTR` answers 0 for a match at the front and −1 for no match
at all. That is what makes the glyph number an array index with no adjustment, and it is
also why `MID("0123456789", D#, 1)` turns a digit straight into its character. That is why the order of the `DATA` lines matters — they have to
match the order of the characters in `ALPHA$`. The finished game uses a 41-character
alphabet covering `A` to `Z`, `0` to `9`, space, colon, dash, full stop and exclamation
mark.

**Building the strokes and drawing them are separate jobs, on different frames.** Turning a
string into strokes costs about sixteen lines a character and happens when a number
changes; the draw routine merely replays the list at two lines a stroke, and it is the one
with the deadline:

```basic norun
LABEL DRAWHUD
GRAPHIC 1, 0
WIDTH 1
COLOR 0, 1 : COLOR 1, 4 : COLOR 2, 8 : COLOR 3, 5
COLOR 4, 11 : COLOR 5, 16 : COLOR 6, 6
Z$ = HBL$
GSHAPE Z$, 0, 0
BOX 5, 0, 56, 799, 57
IF HN# = 1 THEN DRAW HC#(0), HX1#(0), HY1#(0) TO HX2#(0), HY2#(0)
IF HN# < 2 THEN GOTO HUDONE
FOR I# = 0 TO HN# - 1
  DRAW HC#(I#), HX1#(I#), HY1#(I#) TO HX2#(I#), HY2#(I#)
NEXT I#
LABEL HUDONE
RETURN
```

**`GRAPHIC 1, 0` selects the graphics mode without clearing it**, and that is the whole
difference between this routine and the ones that draw the field. Clearing here would take
the field down with the old digits, so the strip is covered by Step 6's `HBL$` eraser at
`0, 0` instead — the drawing stays, so the only way to remove something is to draw over it.
`GRAPHIC 1, 1` is right in a routine that is about to redraw everything anyway.

**`HUDTEXT` builds the stroke list and `DRAWHUD` replays it**, on different frames. Call
`HUDTEXT` wherever a number in the HUD changes — level setup, a broken brick, a lost life,
a caught gem — and it sets `DHUD# = 1`, which is all it takes to get the strip drawn.

`HX1#()` to `HY2#()` are the stroke endpoints and `HC#()` is the colour source each stroke
wants, so one pass over the list draws in as many colours as it likes: labels cyan, the
score yellow, the lives green, the level red. **Seven colour sources is the ceiling**,
which is why the purple gem's banner is the closest purple the palette has rather than the
gem's own.

Note the one-stroke case written out beside the loop. **A `FOR` with equal bounds does not
run its body at all in this dialect**, so `FOR I# = 0 TO HN# - 1` with one stroke in the
list draws nothing. Write the one-item case out beside the loop with a `GOTO` past the
loop, and do it wherever a list can hold exactly one thing — a one-character word, a
one-stroke glyph, a field with one brick left. [Chapter 13](13-differences.md) records the
rule; `TODO.md` §6 item 19 records why it stands.

## Step 8: Move and bounce the ball

**Goal: bounces at sensible angles, computed without a square root.**

There is no `SQR` in this dialect, so never compute a magnitude. Instead, tabulate eight
landing zones across the bar, each holding **very nearly a unit vector**, and make every
velocity one of them times the current speed:

```basic norun
DATA -0.85, -0.62, -0.40, -0.18, 0.18, 0.40, 0.62, 0.85
DATA -0.53, -0.78, -0.92, -0.98, -0.98, -0.92, -0.78, -0.53
```

Read those into `ZVX%()` and `ZVY%()`. A bar bounce is then: work out which zone the ball
landed in, and assign.

```basic norun
LABEL HITBAR
IF BLY%(B#) + 21 < T2# THEN RETURN
IF BLY%(B#) > T2# + 23 THEN RETURN
IF BLX%(B#) + 21 < T1# THEN RETURN
IF BLX%(B#) > T1# + T3# THEN RETURN
T4# = (BLX%(B#) + 11 - T1#) * 8 / T3#
IF T4# < 0 THEN T4# = 0
IF T4# > 7 THEN T4# = 7
BLVX%(B#) = ZVX%(T4#) * SPD%
BLVY%(B#) = ZVY%(T4#) * SPD%
BLY%(B#) = T2# - 23
SOUND 1, 4298, 5
HIT# = 1
RETURN
```

`T1#` is the bar's left edge, `T2#` its top and `T3#` its width, so the same routine serves
the paddle and the catcher bar — `BALLPADDLE` in Step 12 calls it twice with different
values and reads `HIT#` to find out whether the first call already caught the ball. The
four tests at the top are the overlap; each can bail out, and reaching the fifth line means
the ball is on the bar.

Step 9 adds two more lines before that `RETURN`, for the sticky gem.

### Which type a variable is decides the arithmetic

Two rules matter here and they matter a lot, because breaking either produces **no error at
all** — the program computes something else and carries on.

**A ball's velocity must be a float.** `BLVX%` has a `%` suffix; a `#` variable holds
`-0.85 * 6.0` as `-5`, and a ball whose velocity is quantised to whole pixels bleeds speed
away at every bounce.

**The left operand of an expression decides whether it is done in integers or floats.**
Put the float on the left:

```basic
LEVEL# = 4
SPD% = 5.6 + LEVEL# * 0.45
PRINT "INTEGER FIRST " + SPD%
SPD% = 5.6 + 0.45 * LEVEL#
PRINT "FLOAT FIRST   " + SPD%
V% = 6.4
PRINT "0 - V%        " + (0 - V%)
PRINT "0.0 - V%      " + (0.0 - V%)
```

```output
INTEGER FIRST 5.600000
FLOAT FIRST   7.400000
0 - V%        -6
0.0 - V%      -6.400000
```

`LEVEL# * 0.45` is zero because `LEVEL#` is an integer, so reversing a ball is
`0.0 - BLVX%(B#)` and never `0 - BLVX%(B#)`. This is a decision of the dialect rather than
a defect — [Chapter 3](03-the-language.md#the-left-operand-decides-whether-the-arithmetic-is-integer-or-float)
has the two rules that keep you out of it, and
[Chapter 13](13-differences.md) names it as the difference from BASIC 7.0 most likely to
turn a working listing into a quietly wrong one.

### Bricks

A bounce off a wall or a brick only ever flips a sign, so a ball is always travelling at
exactly the `SPD%` that was in force when it last left a bar. That makes changing the speed
a **ratio of two speeds** rather than a change of magnitude, which is what the SLOW gem
needs:

```basic norun
LABEL RESCALE
IF BSPD% < 0.1 THEN BSPD% = SPD%
RAT% = SPD% / BSPD%
BSPD% = SPD%
FOR B# = 0 TO 2
  IF BLON#(B#) = 1 THEN BEGIN
    BLVX%(B#) = BLVX%(B#) * RAT%
    BLVY%(B#) = BLVY%(B#) * RAT%
  BEND
NEXT B#
RETURN
```

`RAT%` is a float on purpose: an integer one holds the 0.75 of a slowdown as 0 and stops
the ball dead.

Scaling by the *vertical component* instead — setting `BLVY%` to the new speed and taking
the horizontal along with it — is not a slowdown at all. A shallow ball's small vertical
gets stretched up and drags the large horizontal with it, so SLOW makes the ball faster. The
table above is why: the outermost zones keep only 0.53 of their speed in the vertical, so
scaling that up to the new speed multiplies everything by 1/0.53, and the ball ends up
nearly twice as fast as intended. Every zone inflates; only the middle two are close enough
to vertical for it not to show.

### Bricks are collision geometry, not arithmetic

A brick is a rectangle the interpreter knows about. Register one per brick as the level is
laid out:

```basic norun
LABEL FILLROW
FOR C# = 0 TO 9
  BRK#(R# * 10 + C#) = 1
  BRN# = BRN# + 1
  SLX# = BRKX# + C# * 72
  SLY# = BRKY# + R# * 24
  SLI# = (R# * 10 + C#) + 1
  SOLID SLI#, SLX#, SLY#, SLX# + 68, SLY# + 16
NEXT C#
RETURN
```

The id is the array index plus one, so what comes back out indexes `BRK#()` with no lookup.
Compute it into `SLI#` first rather than writing the expression inline — a parenthesised
first argument to a verb is worth avoiding, and it reads better anyway.

**Retire the previous level's rectangles before laying the next one out**, not after. That
is one line in `SETUPLEVEL`, and putting it in the wrong place is silent: registering all
sixty and then clearing them leaves a wall the ball passes straight through, with no error
and nothing to see.

Then arm a handler and let it do the work:

```basic norun
COLLISION 2, BRICKHIT
```

```basic norun
LABEL BRICKHIT
MB# = BUMP(2)
IF MB# = 0 THEN RETURN
B# = 0
IF (MB# AND 16) <> 0 THEN GOSUB ONEBRICK
B# = 1
IF (MB# AND 32) <> 0 THEN GOSUB ONEBRICK
B# = 2
IF (MB# AND 64) <> 0 THEN GOSUB ONEBRICK
RETURN
```

**The mask is by sprite, and the balls are sprites 5, 6 and 7** — so their bits are 16, 32
and 64, not 1, 2 and 4. Sprite *n* sets bit 2 to the power of *n* − 1: sprite 1 is 1,
sprite 2 is 2, sprite 3 is 4, sprite 4 is 8, sprite 5 is 16, and so on to sprite 8 at 128. That is the same `5 + B#` arithmetic `MOVSPR` uses for them
everywhere else, and getting it wrong costs nothing visible: the handler runs, tests bits
nothing sets, and returns.

```basic norun
LABEL ONEBRICK
IF BLON#(B#) = 0 THEN RETURN
N# = RCOLLISION(5 + B#, 1)
IF N# < 1 THEN RETURN
N# = N# - 1
IF BRK#(N#) = 0 THEN RETURN
DP% = RCOLLISION(5 + B#, 4)
BLX%(B#) = BLX%(B#) + (RCOLLISION(5 + B#, 2) * DP%)
BLY%(B#) = BLY%(B#) + (RCOLLISION(5 + B#, 3) * DP%)
AX# = RCOLLISION(5 + B#, 7)
IF AX# = 1 THEN BLVX%(B#) = 0.0 - BLVX%(B#)
IF AX# = 2 THEN BLVY%(B#) = 0.0 - BLVY%(B#)
R# = N# / 10
C# = MOD(N#, 10)
BRK#(N#) = 0
SOLID N# + 1
BRN# = BRN# - 1
SCORE# = SCORE# + BRV#(R#)
SOUND 1, 17175 - R# * 2100, 4
BX1# = BRKX# + C# * 72
BY1# = BRKY# + R# * 24
GOSUB ERASEBRICK
GOSUB HUDTEXT
IF GMON# = 1 THEN RETURN
RNMAX# = 7
GOSUB NEXTRAND
IF RNVAL# = 0 THEN GOSUB SPAWNGEM
RETURN
```

`BX1#` and `BY1#` are the broken brick's top-left corner in pixels, and they are set here
because this is the only routine that knows it — Step 9's `SPAWNGEM` starts the gem falling
from that spot. The last four lines are the whole of "a broken brick drops a gem about one
time in seven": one roll, and `IF GMON# = 1 THEN RETURN` first because there is one gem
sprite and a gem already falling means no roll at all.

Fields 2, 3 and 4 push the ball exactly clear along the contact normal. Field 7 is which
axis to reverse — **the minimum translation axis**, which is why a ball clipping the end of
a row goes sideways rather than straight back down. Working that out by hand means building
an overlap rectangle and comparing its width to its height; it is one field here.

`SOLID N# + 1` retires the rectangle in the same statement that clears the array, so the
next frame cannot hit a brick that is no longer drawn. `GOSUB ERASEBRICK` takes it off the
screen with Step 6's blank stamp.

**Both records exist on purpose.** `BRK#()` is the program's — it is what "is the level
clear" counts and what the field redraw reads. The rectangles are the interpreter's. Keeping
them in step is two statements and the ids line up, which is the whole reason the id is the
index plus one.

## Step 9: Gems and powerups

**Goal: one falling gem that can be any of five things.**

A gem is one sprite, one type number and two timers. The type picks the artwork, the
banner colour and what catching it does:

```basic norun
LABEL SPAWNGEM
RNMAX# = 5
GOSUB NEXTRAND
GMTYP# = RNVAL# + 1
GMX% = BX1# + 10
GMY% = BY1#
IF GMTYP# = 1 THEN SPRSAV "art/element_red_polygon_glossy.png", 8
IF GMTYP# = 2 THEN SPRSAV "art/element_yellow_polygon_glossy.png", 8
IF GMTYP# = 3 THEN SPRSAV "art/element_green_polygon_glossy.png", 8
IF GMTYP# = 4 THEN SPRSAV "art/element_blue_polygon_glossy.png", 8
IF GMTYP# = 5 THEN SPRSAV "art/element_purple_polygon_glossy.png", 8
GMON# = 1
SPRITE 8, 1, 2
MOVSPR 8, GMX%, GMY%
RETURN
```

**Reloading slot 8 is how one sprite becomes five gems.** `SPRSAV` over a live slot replaces
its artwork, so there is no need for a slot per gem — which is just as well, because Step 2
did not leave one.

Catching one is one routine with five arms. Each sets a timer, sets the banner text, and
does whatever that gem does:

```basic norun
LABEL TAKEGEM
SOUND 2, 8579, 14, 1, 17175, 400
SCORE# = SCORE# + 50
GOSUB HUDTEXT
IF GMTYP# = 1 THEN BEGIN
  PDW# = 208
  PDEXP# = 600
  SPRITE 3, 1, 2, 0, 1, 0
  BAN$ = "EXPAND"
BEND
IF GMTYP# = 2 THEN BEGIN
  BAN$ = "MULTI"
  GOSUB SPLITBALLS
BEND
IF GMTYP# = 3 THEN BEGIN
  SLOWT# = 480
  SPD% = 4.2
  GOSUB RESCALE
  BAN$ = "SLOW"
BEND
IF GMTYP# = 4 THEN BEGIN
  STKON# = 1
  STKT# = 540
  BAN$ = "STICKY"
BEND
IF GMTYP# = 5 THEN BEGIN
  CTON# = 1
  CTTM# = 720
  SPRITE 4, 1, 2
  BAN$ = "CATCH"
BEND
BANT# = 90
GOSUB SETBANNER
RETURN
```

EXPAND is `SPRITE 3, 1, 2, 0, 1, 0` — the x-expand flag, which is the only scaling a sprite
has, and doubling the artwork is exactly what it wants. `PDW#` is the width the collision
test uses, so it has to be doubled with it.

MULTI throws two more balls off the one in play, at slightly different angles so they do
not travel as a stack:

```basic norun
LABEL SPLITBALLS
IF BLN# > 2 THEN RETURN
IF BLON#(0) = 0 THEN RETURN
FOR B# = 1 TO 2
  IF BLON#(B#) = 0 THEN BEGIN
    BLON#(B#) = 1
    BLST#(B#) = 0
    BLX%(B#) = BLX%(0)
    BLY%(B#) = BLY%(0)
    BLVX%(B#) = ZVX%(B# * 5 - 4) * SPD%
    BLVY%(B#) = ZVY%(B# * 5 - 4) * SPD%
    BLN# = BLN# + 1
    SPRITE 5 + B#, 1, 2
  BEND
NEXT B#
RETURN
```

STICKY is three lines at the end of `HITBAR` in Step 8, replacing its final `RETURN` — the
ball stops where it landed and remembers its offset along the bar:

```basic norun
IF STKON# = 0 THEN RETURN
BLST#(B#) = 1
BLOFF# = BLX%(B#) - PDX%
RETURN
```

and space releases it, straight up the middle:

```basic norun
LABEL UNSTICK
FOR B# = 0 TO 2
  IF BLST#(B#) = 1 THEN BEGIN
    BLST#(B#) = 0
    BLVX%(B#) = ZVX%(4) * SPD%
    BLVY%(B#) = ZVY%(4) * SPD%
  BEND
NEXT B#
RETURN
```

The CATCH bar **mirrors** the paddle rather than following it — the line is in `MOVEPADDLE`
in Step 12:

```basic norun
CTX% = 0.0 - PDX% + WALLL# + WALLR# - 104
```

A second bar directly above the first is worth nothing; a mirrored one turns a dive across
the field into a save at both ends. Note the leading `0.0` rather than `0`, for the reason
in Step 8.

### Every timer in one place

A timer is a frame count decremented in one routine, so an expiry is exactly where the
effect is undone and there is only one place to look:

```basic norun
LABEL TIMERS
IF BANT# > 0 THEN BEGIN
  BANT# = BANT# - 1
  IF BANT# = 0 THEN BEGIN
    BAN$ = ""
    GOSUB SETBANNER
  BEND
BEND
IF PDEXP# > 0 THEN BEGIN
  PDEXP# = PDEXP# - 1
  IF PDEXP# = 0 THEN BEGIN
    PDW# = 104
    SPRITE 3, 1, 2, 0, 0, 0
  BEND
BEND
IF SLOWT# > 0 THEN BEGIN
  SLOWT# = SLOWT# - 1
  IF SLOWT# = 0 THEN BEGIN
    GOSUB LEVELSPEED
    GOSUB RESCALE
  BEND
BEND
IF STKT# > 0 THEN BEGIN
  STKT# = STKT# - 1
  IF STKT# = 0 THEN BEGIN
    STKON# = 0
    GOSUB UNSTICK
  BEND
BEND
IF CTTM# > 0 THEN BEGIN
  CTTM# = CTTM# - 1
  IF CTTM# = 0 THEN BEGIN
    CTON# = 0
    SPRITE 4, 0
  BEND
BEND
RETURN
```

Each arm is the same shape: count down, and on the frame it reaches zero, put back what the
gem changed. SLOW expiring calls `LEVELSPEED` rather than assigning a number, so the speed
it returns to is the speed the current level should be running at.

## Step 10: Three voices and a mute

**Goal: sound that does not cut itself off, and a mute that costs one line.**

Give each kind of sound its own voice. Voice 1 is the ball hitting things, voice 2 is the
gem and the ball being lost, and voice 3 is reserved for `PLAY` — so a brick going cannot
cut a tune off mid-note.

**`SOUND`'s frequency argument is a SID register value, not hertz.** The pitch is
`register * 1022730 / 16777216` — see [Chapter 7](07-sound.md#sound) — so work the notes
out once and write them down: 17175 is C6, 8579 C5, 4298 C4, 3609 A3.

Pitch the brick tone by the row it came from and the wall plays itself down a scale as it
comes apart:

```basic norun
SOUND 1, 17175 - R# * 2100, 4
```

Mute with `VOL 0` rather than a flag tested at every call site:

```basic norun
LABEL PRESSMUTE
SNDON# = 1 - SNDON#
IF SNDON# = 1 THEN VOL 8
IF SNDON# = 0 THEN VOL 0
RETURN
```

A silenced voice costs nothing to issue, so one line here beats eleven scattered through
the game.

Set up the envelope and tempo once at startup:

```basic norun
VOL 8
ENVELOPE 0, 0, 6, 0, 4
TEMPO 12
```

`PLAY` takes a string of notes, which is what the fanfares are:

```basic norun
PLAY "V3 T2 U8 O4 QC QE QG O5 HC"
```

## Step 11: The states

**Goal: the five states the frame loop in Step 5 dispatches to.**

Each is a subroutine called once a frame while that state is current. This is a different
shape from Chapter 17's branch targets, and it works here because nothing jumps out of a
loop to reach it.

There are seven state numbers and only five tick routines. **5 is game over and 6 is
paused, and neither has one on purpose**: the frame loop's `IF STATE# = n THEN GOSUB` list
simply has no line for them, so the frame draws whatever is on the screen, reads the
keyboard and does nothing else. That is exactly what a pause is, and writing an empty
subroutine to say so would cost a label.

```basic norun
LABEL TITLETICK
STIMER# = STIMER# + 1
RETURN

LABEL SERVETICK
GOSUB MOVEPADDLE
BLX%(0) = PDX% + BLOFF#
BLY%(0) = PDY# - 23
MOVSPR 5, BLX%(0), BLY%(0)
RETURN

LABEL PLAYTICK
GOSUB MOVEPADDLE
GOSUB MOVEBALLS
GOSUB MOVEGEM
GOSUB TIMERS
IF BRN# = 0 THEN GOSUB LEVELDONE
IF BLN# = 0 AND STATE# = 2 THEN GOSUB BALLGONE
RETURN

LABEL LOSTTICK
STIMER# = STIMER# - 1
IF STIMER# > 0 THEN RETURN
IF LIVES# > 0 THEN GOSUB SERVEAGAIN
IF LIVES# < 1 THEN GOSUB GAMEISOVER
RETURN

LABEL CLEARTICK
STIMER# = STIMER# - 1
IF STIMER# > 0 THEN RETURN
LEVEL# = LEVEL# + 1
GOSUB SETUPLEVEL
RETURN
```

`STIMER#` is a frame countdown, which is how "hold this message up for a second and a half"
is written without stopping the game.

Laying a level out is one routine. Every third level is a row shorter, so the field changes
shape as well as pace:

```basic norun
LABEL SETUPLEVEL
GOSUB CLEARPOWERS
GOSUB LEVELSPEED
T3# = 6
IF MOD(LEVEL#, 3) = 2 THEN T3# = 5
IF MOD(LEVEL#, 3) = 0 THEN T3# = 4
BRN# = 0
FOR I# = 0 TO 59
  BRK#(I#) = 0
NEXT I#
SOLID
FOR R# = 0 TO 5
  IF R# < T3# THEN GOSUB FILLROW
NEXT R#
GOSUB RESETBALL
GOSUB HUDTEXT
STATE# = 1
DPLAY# = 1
RETURN

LABEL LEVELSPEED
SPD% = 5.6 + 0.45 * LEVEL#
IF SPD% > 11.0 THEN SPD% = 11.0
RETURN
```

`CLEARPOWERS` turns off every powerup, every timer and the two sprites they use, and is
called from level setup, from a re-serve and from the title screen — so no state can leak
from one game into the next.

## Step 12: Put the program together

**Goal: one file, in an order that runs.**

The file runs from the top, so three things about the order matter and nothing else does:
setup first, `DATA` in the order it will be read, and every `LABEL` present somewhere.

```text
  WINDOW 0, 35, 49, 36  the text layer, out of the way -- Step 3
  the declaration block, below
  GOSUB LOADTABLES      the row colours, values and bounce zones
  GOSUB LOADFONT        the stroke font
  SEED# = MOD(1 + TI# * 7919, 2147483648)
  the artwork from Step 1
  VOL 8 / ENVELOPE / TEMPO from Step 10
  COLLISION 2, BRICKHIT the brick handler -- Step 8
  GOSUB DRAWPROTOS      the stamps, once -- Steps 4 and 6
  GOSUB TITLESCREEN

LABEL FRAME             the frame loop from Step 5

  the draw jobs, the input, the states, the ball, the gems,
  the text builders, the generator
  --- in any order ---

  the tables as DATA     read by LOADTABLES
  the font as DATA       read by LOADFONT
```

**`LOADTABLES` must run before `LOADFONT`, because the tables' `DATA` is written first.**
One `READ` cursor walks every `DATA` item in the file in the order they appear, no matter
which routine is reading, so whichever loader runs first gets whichever `DATA` comes first.
Get that backwards and the font table fills with brick colours, which does not fail — it
just draws nonsense.

### The declaration block

```basic norun
STATE# = 0
RUNNING# = 1
SCORE# = 0
LIVES# = 3
LEVEL# = 1
HISCORE# = 0
STIMER# = 0
LASTT# = 0
KEYV# = 0
SNDON# = 1

WALLL# = 12
WALLR# = 788
BRKX# = 42
BRKY# = 108

PDX% = 348
PDY# = 540
PDW# = 104
PDDIR# = 0
PDCO# = 0
PDEXP# = 0
CTON# = 0
CTX% = 348
CTTM# = 0

DIM BLON#(3)
DIM BLX%(3)
DIM BLY%(3)
DIM BLVX%(3)
DIM BLVY%(3)
DIM BLST#(3)
BLN# = 0
BLOFF# = 41
SPD% = 6.0
BSPD% = 6.0
RAT% = 1.0
SLOWT# = 0
STKON# = 0
STKT# = 0

GMON# = 0
GMTYP# = 0
GMX% = 0
GMY% = 0

DIM BRK#(60)
DIM BRC#(6)
DIM BRV#(6)
BRN# = 0

S0$ = "" : S1$ = "" : S2$ = ""
S3$ = "" : S4$ = "" : S5$ = ""
BL$ = "" : HBL$ = ""
Z$ = ""
DHUD# = 1
DPLAY# = 1
BAN$ = ""
BANT# = 0

ALPHA$ = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 :-.!"
DIM FNS#(280)
DIM FNI#(41)
DIM FNC#(41)

DIM HX1#(120)
DIM HY1#(120)
DIM HX2#(120)
DIM HY2#(120)
DIM HC#(120)
HN# = 0
DIM PX1#(110)
DIM PY1#(110)
DIM PX2#(110)
DIM PY2#(110)
DIM PC#(110)
PN# = 0
BUILDH# = 0

TX$ = "" : TXX# = 0 : TXY# = 0
TXS# = 3 : TXC# = 1 : TLEN# = 0 : TXI# = 0
GC# = 0 : GN# = 0 : GP# = 0 : GX# = 0 : GK# = 0
P1# = 0 : P2# = 0
NUM$ = ""

DIM ZVX%(8)
DIM ZVY%(8)

I# = 0 : K# = 0 : N# = 0 : R# = 0 : C# = 0 : D# = 0 : B# = 0
T1# = 0 : T2# = 0 : T3# = 0 : T4# = 0
BX1# = 0 : BY1# = 0
LFT# = 0 : TOP# = 0 : RGT# = 0 : BOT# = 0
CC1# = 0 : CC2# = 0 : RR1# = 0 : RR2# = 0
HIT# = 0
SEED# = 1 : RNMAX# = 2 : RNVAL# = 0
MB# = 0 : AX# = 0 : DP% = 0.0
SLX# = 0 : SLY# = 0 : SLI# = 0
```

**`BL$` and `HBL$` are in that list for a reason worth learning from.** They are the two
eraser stamps, and they are built inside `DRAWPROTOS` — so left undeclared they were
created *in that routine's scope*, held a perfectly good handle while it ran, and were
empty everywhere else. Nothing failed; the first `GSHAPE` that used one simply refused with
"was given a string that did not come from SSHAPE", several routines away from the cause.
Chapter 17 Step 3 is about exactly this.

`DPLAY#` and `DHUD#` start at 1 so the first frame draws both.

That block is 121 of the interpreter's 128 variables, which is why several constants in the
geometry are spelled out where they are used rather than given names: a name costs a slot
whether it holds a constant or not.

### The tables and the generator

```basic norun
LABEL LOADTABLES
FOR I# = 0 TO 5
  READ BRC#(I#)
NEXT I#
FOR I# = 0 TO 5
  READ BRV#(I#)
NEXT I#
FOR I# = 0 TO 7
  READ ZVX%(I#)
NEXT I#
FOR I# = 0 TO 7
  READ ZVY%(I#)
NEXT I#
RETURN

LABEL NEXTRAND
SEED# = MOD(SEED# * 1103515245 + 12345, 2147483648)
RNVAL# = MOD(SHR(SEED#, 16), RNMAX#)
RETURN
```

```basic norun
DATA 3, 9, 8, 6, 4, 5
DATA 60, 50, 40, 30, 20, 10
DATA -0.85, -0.62, -0.40, -0.18, 0.18, 0.40, 0.62, 0.85
DATA -0.53, -0.78, -0.92, -0.98, -0.98, -0.92, -0.78, -0.53
```

Row colours, what a brick in each row is worth, and the eight bounce zones from Step 8.

`NEXTRAND` is a `GOSUB` over globals rather than a `DEF` function. Set `RNMAX#` to the
number of answers you want and read `RNVAL#`.

The font loader is the same shape, and it needs a subroutine of its own for the inner read
rather than a `BEGIN` block, because a `FOR` nested inside a block that is itself inside a
`FOR` does not find its own `NEXT`:

```basic norun
LABEL LOADFONT
GX# = 0
FOR I# = 0 TO 40
  READ N#
  FNC#(I#) = N#
  FNI#(I#) = GX#
  IF N# > 0 THEN GOSUB READGLYPH
NEXT I#
RETURN

LABEL READGLYPH
FOR K# = 1 TO N# * 2
  READ D#
  FNS#(GX#) = D#
  GX# = GX# + 1
NEXT K#
RETURN
```

`FNC#(g)` is glyph `g`'s stroke count and `FNI#(g)` is where its points start in `FNS#()`.

The 41 `DATA` lines are one per character of `ALPHA$`, **in that order** — the `INSTR` in
`BUILDTEXT` gives a position in `ALPHA$` and that position is used directly as the glyph
number, so getting the two out of step silently draws the wrong letters. Here is the whole
font, in the format Step 8 gives:

```basic norun
REM A
DATA 4, 0,30, 0,6, 30,36, 3,33
REM B
DATA 6, 0,6, 0,30, 3,33, 6,36, 30,33, 33,36
REM C
DATA 3, 0,30, 0,6, 6,36
REM D
DATA 6, 0,6, 0,20, 20,31, 31,35, 35,26, 26,6
REM E
DATA 4, 0,6, 0,30, 3,33, 6,36
REM F
DATA 3, 0,6, 0,30, 3,33
REM G
DATA 5, 0,30, 0,6, 6,36, 33,36, 13,33
REM H
DATA 3, 0,6, 30,36, 3,33
REM I
DATA 1, 10,16
REM J
DATA 3, 30,36, 6,36, 3,6
REM K
DATA 3, 0,6, 30,3, 3,36
REM L
DATA 2, 0,6, 6,36
REM M
DATA 4, 0,6, 30,36, 0,13, 13,30
REM N
DATA 3, 0,6, 30,36, 0,36
REM O
DATA 4, 0,30, 6,36, 0,6, 30,36
REM P
DATA 4, 0,6, 0,30, 3,33, 30,33
REM Q
DATA 5, 0,30, 6,36, 0,6, 30,36, 24,36
REM R
DATA 5, 0,6, 0,30, 3,33, 30,33, 13,36
REM S
DATA 5, 0,30, 0,3, 3,33, 33,36, 6,36
REM T
DATA 2, 0,30, 10,16
REM U
DATA 3, 0,6, 30,36, 6,36
REM V
DATA 2, 0,16, 16,30
REM W
DATA 4, 0,6, 30,36, 6,13, 13,36
REM X
DATA 2, 0,36, 30,6
REM Y
DATA 3, 0,13, 30,13, 13,16
REM Z
DATA 3, 0,30, 30,6, 6,36
REM 0
DATA 5, 0,30, 6,36, 0,6, 30,36, 30,6
REM 1
DATA 2, 10,16, 1,10
REM 2
DATA 5, 0,30, 30,33, 3,33, 3,6, 6,36
REM 3
DATA 4, 0,30, 30,36, 3,33, 6,36
REM 4
DATA 3, 0,3, 3,33, 30,36
REM 5
DATA 5, 0,30, 0,3, 3,33, 33,36, 6,36
REM 6
DATA 5, 0,30, 0,6, 3,33, 33,36, 6,36
REM 7
DATA 2, 0,30, 30,36
REM 8
DATA 5, 0,30, 6,36, 0,6, 30,36, 3,33
REM 9
DATA 5, 0,30, 0,3, 3,33, 30,36, 6,36
REM space
DATA 0
REM colon
DATA 2, 12,13, 14,15
REM dash
DATA 1, 3,33
REM full stop
DATA 1, 15,16
REM exclamation mark
DATA 2, 10,14, 15,16
```

Space is `DATA 0` — no strokes — which is what the `IF N# > 0` in `LOADFONT` and the
`IF GN# = 0 THEN RETURN` in `BUILDGLYPH` are for.

### Input

```basic norun
LABEL READKEYS
GET KEYV#
IF KEYV# = 0 THEN RETURN
IF KEYV# = 1073741904 THEN PDDIR# = 0 - 1 : PDCO# = 7
IF KEYV# = 1073741903 THEN PDDIR# = 1 : PDCO# = 7
IF KEYV# = 32 THEN GOSUB PRESSFIRE
IF KEYV# = 112 THEN GOSUB PRESSPAUSE
IF KEYV# = 115 THEN GOSUB PRESSMUTE
IF KEYV# = 113 THEN RUNNING# = 0
IF KEYV# = 27 THEN RUNNING# = 0
GOTO READKEYS

LABEL PRESSFIRE
IF STATE# = 0 THEN GOSUB STARTGAME : RETURN
IF STATE# = 5 THEN GOSUB TITLESCREEN : RETURN
IF STATE# = 1 THEN GOSUB LAUNCH : RETURN
IF STATE# = 2 THEN GOSUB UNSTICK
RETURN

LABEL PRESSPAUSE
IF STATE# = 2 THEN STATE# = 6 : GMTYP# = 0 : BAN$ = "PAUSED"
IF STATE# = 2 THEN BAN$ = "PAUSED" : GOSUB SETBANNER : RETURN
IF STATE# = 6 THEN STATE# = 2 : BAN$ = "" : GOSUB SETBANNER
RETURN
```

`READKEYS` empties the queue by tail-calling itself with `GOTO`, which costs no scope.
A press buys seven frames of paddle travel in `PDCO#` and a held key keeps renewing it —
the same countdown idea Chapter 17 uses, sized for this game's frame rate. Seven frames
matters because the first key repeat is a quarter of a second behind the press, and a
paddle that stalled for a quarter of a second would be unusable.

### The paddle and the balls

```basic norun
LABEL MOVEPADDLE
IF PDCO# > 0 THEN BEGIN
  PDCO# = PDCO# - 1
  PDX% = PDX% + PDDIR# * 9
BEND
IF PDCO# < 1 THEN PDDIR# = 0
IF PDX% < WALLL# THEN PDX% = WALLL#
IF PDX% > WALLR# - PDW# THEN PDX% = WALLR# - PDW#
MOVSPR 3, PDX%, PDY#
IF CTON# = 0 THEN RETURN
CTX% = 0.0 - PDX% + WALLL# + WALLR# - 104
MOVSPR 4, CTX%, 470
RETURN

LABEL MOVEBALLS
FOR B# = 0 TO 2
  IF BLON#(B#) = 1 THEN GOSUB MOVEONE
NEXT B#
RETURN

LABEL MOVEONE
IF BLST#(B#) = 1 THEN BEGIN
  BLX%(B#) = PDX% + BLOFF#
  BLY%(B#) = PDY# - 23
BEND
IF BLST#(B#) = 0 THEN BEGIN
  BLX%(B#) = BLX%(B#) + BLVX%(B#)
  BLY%(B#) = BLY%(B#) + BLVY%(B#)
  GOSUB BALLWALLS
BEND
IF BLON#(B#) = 0 THEN RETURN
IF BLST#(B#) = 0 THEN BEGIN
  GOSUB BALLPADDLE
BEND
MOVSPR 5 + B#, BLX%(B#), BLY%(B#)
RETURN

LABEL BALLWALLS
IF BLX%(B#) < WALLL# THEN BEGIN
  BLX%(B#) = WALLL#
  BLVX%(B#) = 0.0 - BLVX%(B#)
  SOUND 1, 3609, 2
BEND
IF BLX%(B#) > WALLR# - 22 THEN BEGIN
  BLX%(B#) = WALLR# - 22
  BLVX%(B#) = 0.0 - BLVX%(B#)
  SOUND 1, 3609, 2
BEND
IF BLY%(B#) < 72 THEN BEGIN
  BLY%(B#) = 72
  BLVY%(B#) = 0.0 - BLVY%(B#)
  SOUND 1, 3609, 2
BEND
IF BLY%(B#) < 596 THEN RETURN
BLON#(B#) = 0
BLN# = BLN# - 1
SOUND 2, 2411, 6
SPRITE 5 + B#, 0
RETURN

LABEL BALLPADDLE
IF BLVY%(B#) < 0 THEN RETURN
HIT# = 0
T1# = PDX% : T2# = PDY# : T3# = PDW#
GOSUB HITBAR
IF CTON# = 0 THEN RETURN
IF HIT# = 1 THEN RETURN
T1# = CTX% : T2# = 470 : T3# = 104
GOSUB HITBAR
RETURN
```

Balls 0, 1 and 2 live in sprites 5, 6 and 7, which is why `MOVSPR 5 + B#` works.
`BLST#(B#)` is 1 while a ball is stuck to the paddle. Note the `0.0 -` on every sign flip,
for the reason in Step 8.

Brick collision is in Step 8.

### The gem's fall

```basic norun
LABEL MOVEGEM
IF GMON# = 0 THEN RETURN
GMY% = GMY% + 3.2
MOVSPR 8, GMX%, GMY%
HIT# = 0
IF GMY% > 596 THEN HIT# = 1
IF GMY% + 46 > PDY# AND GMY% < PDY# + 24 THEN GOSUB CATCHGEM
IF HIT# = 0 THEN RETURN
GMON# = 0
SPRITE 8, 0
RETURN

LABEL CATCHGEM
IF GMX% + 48 < PDX% THEN RETURN
IF GMX% > PDX% + PDW# THEN RETURN
GOSUB TAKEGEM
HIT# = 1
RETURN
```

`TAKEGEM` is in Step 9. `HIT#` is doing double duty here as "this gem is finished with" —
it is set both by the gem going off the bottom and by it being caught.

### Turning text into strokes

Step 8 drew a glyph directly. The game builds a list instead, so the drawing can happen on
a later frame:

```basic norun
LABEL BUILDTEXT
TLEN# = LEN(TX$)
IF TLEN# = 0 THEN RETURN
TXI# = 0
DO
  GC# = INSTR(ALPHA$, MID(TX$, TXI#, 1))
  IF GC# > 0 - 1 THEN GOSUB BUILDGLYPH
  TXI# = TXI# + 1
LOOP UNTIL TXI# >= TLEN#
RETURN

LABEL BUILDGLYPH
GN# = FNC#(GC#)
IF GN# = 0 THEN RETURN
GP# = FNI#(GC#)
GX# = TXX# + TXI# * TXS# * 5
GK# = 0
DO
  P1# = FNS#(GP#) : P2# = FNS#(GP# + 1) : GP# = GP# + 2
  IF BUILDH# = 1 AND HN# < 120 THEN BEGIN
    HX1#(HN#) = GX# + (P1# / 10) * TXS#
    HY1#(HN#) = TXY# + MOD(P1#, 10) * TXS#
    HX2#(HN#) = GX# + (P2# / 10) * TXS#
    HY2#(HN#) = TXY# + MOD(P2#, 10) * TXS#
    HC#(HN#) = TXC#
    HN# = HN# + 1
  BEND
  IF BUILDH# = 0 AND PN# < 110 THEN BEGIN
    PX1#(PN#) = GX# + (P1# / 10) * TXS#
    PY1#(PN#) = TXY# + MOD(P1#, 10) * TXS#
    PX2#(PN#) = GX# + (P2# / 10) * TXS#
    PY2#(PN#) = TXY# + MOD(P2#, 10) * TXS#
    PC#(PN#) = TXC#
    PN# = PN# + 1
  BEND
  GK# = GK# + 1
LOOP UNTIL GK# >= GN#
RETURN
```

Set `TX$`, `TXX#`, `TXY#`, `TXS#` (the scale) and `TXC#` (the colour source), then set
`BUILDH#` to 1 for the HUD list or 0 for the field list, and `GOSUB BUILDTEXT`. Both `DO`
loops test at the bottom, so a one-character string and a one-stroke glyph both work.

The bounds tests — `HN# < 120` and `PN# < 110` — are what stops a long string running off
the end of the arrays.

```basic norun
LABEL HUDTEXT
HN# = 0
BUILDH# = 1
TXS# = 4
TXY# = 14
TXC# = 1 : TXX# = 24
TX$ = "SCORE"
GOSUB BUILDTEXT
TXC# = 2 : TXX# = 144
T4# = SCORE#
GOSUB FMTNUM
TX$ = NUM$
GOSUB BUILDTEXT
TXC# = 1 : TXX# = 316
TX$ = "LIVES"
GOSUB BUILDTEXT
TXC# = 6 : TXX# = 436
TX$ = "" + LIVES#
GOSUB BUILDTEXT
TXC# = 1 : TXX# = 500
TX$ = "LEVEL"
GOSUB BUILDTEXT
TXC# = 4 : TXX# = 620
TX$ = "" + LEVEL#
GOSUB BUILDTEXT
DHUD# = 1
RETURN

LABEL FMTNUM
NUM$ = ""
T2# = T4#
FOR I# = 1 TO 6
  D# = MOD(T2#, 10)
  NUM$ = MID("0123456789", D#, 1) + NUM$
  T2# = T2# / 10
NEXT I#
RETURN
```

`HUDTEXT` rebuilds the whole list from `HN# = 0` and sets `DHUD#`; the frame loop draws it
whenever it next gets a turn.

`SETBANNER` is the same idea for the field list — the message that flashes over the play
area, in the colour of the gem that put it there:

```basic norun
LABEL SETBANNER
PN# = 0
DPLAY# = 1
IF BAN$ = "" THEN RETURN
BUILDH# = 0
TXS# = 8
TXY# = 430
TXX# = 400 - LEN(BAN$) * 20
TXC# = 5
IF GMTYP# = 1 THEN TXC# = 4
IF GMTYP# = 2 THEN TXC# = 2
IF GMTYP# = 3 THEN TXC# = 6
IF GMTYP# = 4 THEN TXC# = 1
IF GMTYP# = 5 THEN TXC# = 3
TX$ = BAN$
GOSUB BUILDTEXT
RETURN
```

Setting `BAN$` to `""` and calling it is how a banner is cleared: `PN# = 0` empties the
field's stroke list and `DPLAY# = 1` asks for a redraw without it. Sources 1 to 6 are cyan,
yellow, purple, light red, light grey and green, and the five gems are red, yellow, green,
blue and purple — so the banner is as close to the gem as seven colour sources allow.

### The state changes

Six routines, each the same shape: set `STATE#`, set `STIMER#` if the state has a duration,
set the banner, and mark whatever is now out of date.

```basic norun
LABEL BALLGONE
SOUND 2, 7218, 30, 2, 1804, 220
LIVES# = LIVES# - 1
STATE# = 3
STIMER# = 45
GMTYP# = 0
BAN$ = "MISS"
GOSUB SETBANNER
GOSUB HUDTEXT
RETURN

LABEL SERVEAGAIN
BAN$ = ""
GOSUB SETBANNER
GOSUB CLEARPOWERS
GOSUB RESETBALL
STATE# = 1
RETURN

LABEL LEVELDONE
PLAY "V3 T2 U8 O4 QC QE QG O5 HC"
STATE# = 4
STIMER# = 60
GMTYP# = 0
BAN$ = "CLEAR"
GOSUB SETBANNER
RETURN

LABEL STARTGAME
PLAY "V3 T2 U8 O4 IC IE IG O5 IC"
SCORE# = 0
LIVES# = 3
LEVEL# = 1
GOSUB SETUPLEVEL
RETURN
```

`GMTYP# = 0` before a banner that is not a gem's is what makes `SETBANNER` pick its default
colour rather than the last gem's.

`TITLESCREEN` and `GAMEISOVER` are longer only because both draw a screenful of lettering.
Both clear the brick array and retire every rectangle with a bare `SOLID`, turn the paddle
and ball sprites off, reset `PN#`, and then build their text at a large `TXS#`:

```basic norun
LABEL TITLESCREEN
STATE# = 0
STIMER# = 0
GOSUB CLEARPOWERS
BLN# = 0
BRN# = 0
FOR I# = 0 TO 59
  BRK#(I#) = 0
NEXT I#
SOLID
SPRITE 3, 0
SPRITE 5, 0
SPRITE 6, 0
SPRITE 7, 0
PN# = 0
TXS# = 12 : TXC# = 2 : TXX# = 120 : TXY# = 170
TX$ = "BREAKOUT"
BUILDH# = 0
GOSUB BUILDTEXT
TXS# = 4 : TXC# = 1 : TXX# = 220 : TXY# = 370
TX$ = "SPACE TO START"
BUILDH# = 0
GOSUB BUILDTEXT
HN# = 0
TXS# = 3 : TXC# = 6 : TXX# = 40 : TXY# = 20
TX$ = "ARROWS MOVE   P PAUSE   Q QUIT"
BUILDH# = 1
GOSUB BUILDTEXT
DPLAY# = 1
DHUD# = 1
RETURN
```

`GAMEISOVER` is the same routine with `"GAME OVER"`, the final score and the best score,
and `STATE# = 5` — the state whose only exit is space, back to the title.

### Serving, and clearing up

```basic norun
LABEL RESETBALL
FOR B# = 0 TO 2
  BLON#(B#) = 0
  BLST#(B#) = 0
NEXT B#
SPRITE 6, 0
SPRITE 7, 0
BLON#(0) = 1
BLN# = 1
BSPD% = SPD%
PDX% = 348
PDW# = 104
BLOFF# = 41
SPRITE 3, 1, 2, 0, 0, 0
SPRITE 5, 1, 2
MOVSPR 3, PDX%, PDY#
BLX%(0) = PDX% + BLOFF#
BLY%(0) = PDY# - 23
MOVSPR 5, BLX%(0), BLY%(0)
RETURN

LABEL LAUNCH
SOUND 1, 6431, 3
STATE# = 2
BLST#(0) = 0
BLVX%(0) = ZVX%(5) * SPD%
BLVY%(0) = ZVY%(5) * SPD%
RETURN

LABEL CLEARPOWERS
GOSUB LEVELSPEED
PDW# = 104
PDEXP# = 0
SLOWT# = 0
STKON# = 0
STKT# = 0
CTON# = 0
CTTM# = 0
GMON# = 0
BANT# = 0
BLOFF# = 41
SPRITE 4, 0
SPRITE 8, 0
SPRITE 3, 1, 2, 0, 0, 0
RETURN

LABEL FILLROW
FOR C# = 0 TO 9
  BRK#(R# * 10 + C#) = 1
  BRN# = BRN# + 1
  SLX# = BRKX# + C# * 72
  SLY# = BRKY# + R# * 24
  SLI# = (R# * 10 + C#) + 1
  SOLID SLI#, SLX#, SLY#, SLX# + 68, SLY# + 16
NEXT C#
RETURN

LABEL SHUTDOWN
FOR I# = 1 TO 8
  SPRITE I#, 0
NEXT I#
IF SCORE# > HISCORE# THEN HISCORE# = SCORE#
PRINT "FINAL SCORE " + SCORE# + "   BEST " + HISCORE#
END
```

The six state changes — `BALLGONE`, `SERVEAGAIN`, `LEVELDONE`, `GAMEISOVER`,
`TITLESCREEN` and `STARTGAME` — are above, with `SETBANNER`.

### The two draw routines, whole

Step 4 built the stamps and Step 7 stamped a row; these are the two routines Step 6's queue
actually calls, with those pieces in place.

```basic norun
LABEL DRAWPROTOS
GRAPHIC 1, 1
WIDTH 1
FOR R# = 0 TO 5
  COLOR 1, BRC#(R#)
  T1# = R# * 20
  T2# = T1# + 8
  FOR K# = 0 TO 7
    DRAW 1, 0, T1# + K# TO 67, T1# + K# : DRAW 1, 0, T2# + K# TO 67, T2# + K#
  NEXT K#
NEXT R#
SSHAPE Z$, 0, 0, 68, 16 : S0$ = Z$
SSHAPE Z$, 0, 20, 68, 36 : S1$ = Z$
SSHAPE Z$, 0, 40, 68, 56 : S2$ = Z$
SSHAPE Z$, 0, 60, 68, 76 : S3$ = Z$
SSHAPE Z$, 0, 80, 68, 96 : S4$ = Z$
SSHAPE Z$, 0, 100, 68, 116 : S5$ = Z$
```

plus Step 6's two erasers, and then `DPLAY# = 1` and `DHUD# = 1` so the first frame draws
both. Called once from the setup block: nothing captures per frame, so eight of the sixteen
`SSHAPE` slots are spent here and never again, and `GRAPHIC 5` is never called at all.

```basic norun
LABEL DRAWPLAY
GRAPHIC 1, 1
WIDTH 2
COLOR 0, 1 : COLOR 1, 4 : COLOR 2, 8 : COLOR 3, 5
COLOR 4, 11 : COLOR 5, 16 : COLOR 6, 6
BOX 5, 2, 62, 797, 597 : BOX 1, 6, 66, 793, 593
FOR R# = 0 TO 5
  IF R# = 0 THEN Z$ = S0$
  IF R# = 1 THEN Z$ = S1$
  IF R# = 2 THEN Z$ = S2$
  IF R# = 3 THEN Z$ = S3$
  IF R# = 4 THEN Z$ = S4$
  IF R# = 5 THEN Z$ = S5$
  FOR C# = 0 TO 9
    IF BRK#(R# * 10 + C#) > 0 THEN GSHAPE Z$, BRKX# + C# * 72, BRKY# + R# * 24
  NEXT C#
NEXT R#
IF PN# = 1 THEN DRAW PC#(0), PX1#(0), PY1#(0) TO PX2#(0), PY2#(0)
IF PN# < 2 THEN GOTO PLDONE
FOR I# = 0 TO PN# - 1
  DRAW PC#(I#), PX1#(I#), PY1#(I#) TO PX2#(I#), PY2#(I#)
NEXT I#
LABEL PLDONE
RETURN
```

Same shape as `DRAWHUD` in Step 7: the walls, then the bricks, then the field's own stroke
list with its one-item case beside the loop. Nothing at the end — what is drawn is on the
screen.

**A label is one bare word.** `PLDONE` and `HUDONE` have no underscore in them, and cannot:
underscores are not part of an identifier here.

### Game over

`TITLESCREEN` is above. `GAMEISOVER` is the same routine with different text, `STATE# = 5`,
and the high score recorded on the way in:

```basic norun
LABEL GAMEISOVER
PLAY "V3 T1 U8 O4 QG QE QC O3 HG"
IF SCORE# > HISCORE# THEN HISCORE# = SCORE#
STATE# = 5
GOSUB CLEARPOWERS
BRN# = 0
FOR I# = 0 TO 59
  BRK#(I#) = 0
NEXT I#
SOLID
SPRITE 3, 0
SPRITE 5, 0
PN# = 0
TXS# = 9 : TXC# = 4 : TXX# = 148 : TXY# = 230
TX$ = "GAME OVER"
BUILDH# = 0
GOSUB BUILDTEXT
TXS# = 5 : TXC# = 2 : TXX# = 200 : TXY# = 380
T4# = SCORE#
GOSUB FMTNUM
TX$ = "SCORE " + NUM$
BUILDH# = 0
GOSUB BUILDTEXT
HN# = 0
TXS# = 3 : TXC# = 5 : TXY# = 20 : TXX# = 40
T4# = HISCORE#
GOSUB FMTNUM
TX$ = "BEST " + NUM$
BUILDH# = 1
GOSUB BUILDTEXT
TXC# = 6 : TXX# = 400
TX$ = "SPACE FOR TITLE"
BUILDH# = 1
GOSUB BUILDTEXT
DPLAY# = 1
DHUD# = 1
RETURN
```

Three sizes of lettering on one screen, from one font table: `TXS# = 9` for the message,
5 for the score and 3 for the HUD strip. Setting `HN# = 0` partway through is what switches
from building the field's list to rebuilding the HUD's.

### Check it before you have a window

Run the assembled file through the plain build first:

```sh norun
$ ./build/basic mybreakout.bas
```

It will stop at the first `SPRSAV` with a message about a missing sprite device, which
means everything above it parsed. A parse error, a bad `DATA` read or an `OUT OF DATA` at
this stage is a real problem, and it is much easier to find without a window in the way.
Then run it properly:

```sh norun
$ ./build-akgl/basic mybreakout.bas
```

## The budgets

This program sits close to five ceilings at once, and knowing where they are is what stops
a feature costing an afternoon before it is abandoned.

| Resource | There are | This game uses |
|---|---|---|
| Sprites | 8 | 6 |
| Variables | 128 | 123, plus 4 the interpreter makes |
| Labels | 64 | 57 |
| `SSHAPE` slots | 16, none reclaimed except by `GRAPHIC 5` | 8, spent once at startup |
| Colour sources | 7 | 7 |
| Scopes | 32 | 6 deep at most |
| Tokens on a line | 32, and the 33rd stops the interpreter rather than raising | short lines, temporaries instead of long conditions |
| Value-pool slots | 4096 for arrays; a plain number costs none | fifteen arrays, all declared once |

That is also why several things are **not** in the game, and they are worth naming rather
than leaving to be discovered: no music under the play, only event sounds and two four-note
stings; one gem at a time; sticky and multiball share one offset, so two balls stuck to the
paddle sit on top of each other; and no high score on disk, because there is no disk.

## The picture at the top of this chapter

Every figure in this guide is generated by running the listing beside it, and the one at
the top of this chapter is no exception. It is Step 4's field, Step 8's stroke font and
Step 1's artwork, with the numbers filled in by hand and no frame loop, so it draws one
frame and stops.

The font here carries only the fourteen glyphs the HUD needs, in the order they appear in
`ALPHA$` — which is the ordering rule from Step 7, shown small enough to check by eye:

```basic requires=akgl setup=breakout_art screenshot=breakout-game-artwork size=800x600
DIM BRC#(6)
DIM FNC#(14)
DIM FNI#(14)
DIM FNS#(100)
ALPHA$ = "SCOERLIV 01235"
I# = 0
R# = 0
C# = 0
K# = 0
N# = 0
D# = 0
T1# = 0
T2# = 0
GP# = 0
GX# = 0
GX2# = 0
GK# = 0
TLEN# = 0
P1# = 0
P2# = 0
X1# = 0
Y1# = 0
X2# = 0
Y2# = 0
SZ# = 0
TX$ = ""
TXX# = 0
TXY# = 0
TXC# = 1
TXI# = 0
GC# = 0
Z$ = ""
S0$ = ""
S1$ = ""
S2$ = ""
S3$ = ""
S4$ = ""
FOR I# = 0 TO 5
  READ BRC#(I#)
NEXT I#
GX# = 0
FOR I# = 0 TO 13
  READ N#
  FNC#(I#) = N#
  FNI#(I#) = GX#
  IF N# > 0 THEN GOSUB READGLYPH
NEXT I#

GRAPHIC 1, 1
WIDTH 1
FOR R# = 0 TO 5
  COLOR 1, BRC#(R#)
  T1# = R# * 20
  T2# = T1# + 8
  FOR K# = 0 TO 7
    DRAW 1, 0, T1# + K# TO 67, T1# + K# : DRAW 1, 0, T2# + K# TO 67, T2# + K#
  NEXT K#
NEXT R#
SSHAPE Z$, 0, 0, 68, 16 : S0$ = Z$
SSHAPE Z$, 0, 20, 68, 36 : S1$ = Z$
SSHAPE Z$, 0, 40, 68, 56 : S2$ = Z$
SSHAPE Z$, 0, 60, 68, 76 : S3$ = Z$
SSHAPE Z$, 0, 80, 68, 96 : S4$ = Z$

GRAPHIC 1, 1
WIDTH 2
COLOR 0, 1 : COLOR 1, 4 : COLOR 2, 8 : COLOR 3, 5
COLOR 4, 11 : COLOR 5, 16 : COLOR 6, 6
BOX 5, 2, 62, 797, 597
BOX 1, 6, 66, 793, 593
FOR C# = 0 TO 9
  Z$ = S0$ : GSHAPE Z$, 42 + C# * 72, 108
  Z$ = S1$ : GSHAPE Z$, 42 + C# * 72, 132
  Z$ = S2$ : GSHAPE Z$, 42 + C# * 72, 156
NEXT C#
FOR C# = 1 TO 8
  Z$ = S3$ : GSHAPE Z$, 42 + C# * 72, 180
NEXT C#
FOR C# = 2 TO 6
  Z$ = S4$ : GSHAPE Z$, 42 + C# * 72, 204
NEXT C#
SSHAPE Z$, 0, 60, 800, 600
SPRSAV Z$, 2
SPRITE 2, 1, 2
MOVSPR 2, 0, 60

GRAPHIC 1, 1
WIDTH 1
COLOR 0, 1 : COLOR 1, 4 : COLOR 2, 8 : COLOR 3, 5
COLOR 4, 11 : COLOR 5, 16 : COLOR 6, 6
BOX 5, 0, 56, 799, 57
SZ# = 4
TXY# = 14
TXC# = 1 : TXX# = 24 : TX$ = "SCORE" : GOSUB DRAWTEXT
TXC# = 2 : TXX# = 144 : TX$ = "001250" : GOSUB DRAWTEXT
TXC# = 1 : TXX# = 316 : TX$ = "LIVES" : GOSUB DRAWTEXT
TXC# = 6 : TXX# = 436 : TX$ = "3" : GOSUB DRAWTEXT
TXC# = 1 : TXX# = 500 : TX$ = "LEVEL" : GOSUB DRAWTEXT
TXC# = 4 : TXX# = 620 : TX$ = "2" : GOSUB DRAWTEXT
SSHAPE Z$, 0, 0, 800, 60
SPRSAV Z$, 1
SPRITE 1, 1, 2
MOVSPR 1, 0, 0

SPRSAV "art/paddleBlu.png", 3
SPRSAV "art/ballBlue.png", 5
SPRSAV "art/element_green_polygon_glossy.png", 8
SPRITE 3, 1, 2
SPRITE 5, 1, 2
SPRITE 8, 1, 2
MOVSPR 3, 300, 540
MOVSPR 5, 420, 400
MOVSPR 8, 200, 300
END

LABEL READGLYPH
FOR K# = 1 TO N# * 2
  READ D#
  FNS#(GX#) = D#
  GX# = GX# + 1
NEXT K#
RETURN

LABEL DRAWTEXT
TLEN# = LEN(TX$)
IF TLEN# = 0 THEN RETURN
TXI# = 0
DO
  GC# = INSTR(ALPHA$, MID(TX$, TXI#, 1))
  IF GC# > 0 - 1 THEN GOSUB DRAWGLYPH
  TXI# = TXI# + 1
LOOP UNTIL TXI# >= TLEN#
RETURN

LABEL DRAWGLYPH
N# = FNC#(GC#)
IF N# = 0 THEN RETURN
GP# = FNI#(GC#)
GX2# = TXX# + TXI# * SZ# * 5
GK# = 0
DO
  P1# = FNS#(GP#)
  P2# = FNS#(GP# + 1)
  GP# = GP# + 2
  X1# = GX2# + (P1# / 10) * SZ#
  Y1# = TXY# + MOD(P1#, 10) * SZ#
  X2# = GX2# + (P2# / 10) * SZ#
  Y2# = TXY# + MOD(P2#, 10) * SZ#
  DRAW TXC#, X1#, Y1# TO X2#, Y2#
  GK# = GK# + 1
LOOP UNTIL GK# >= N#
RETURN

DATA 3, 9, 8, 6, 4, 5

REM S
DATA 5, 0,30, 0,3, 3,33, 33,36, 6,36
REM C
DATA 3, 0,30, 0,6, 6,36
REM O
DATA 4, 0,30, 6,36, 0,6, 30,36
REM E
DATA 4, 0,6, 0,30, 3,33, 6,36
REM R
DATA 5, 0,6, 0,30, 3,33, 30,33, 13,36
REM L
DATA 2, 0,6, 6,36
REM I
DATA 1, 10,16
REM V
DATA 2, 0,16, 16,30
REM space
DATA 0
REM 0
DATA 5, 0,30, 6,36, 0,6, 30,36, 30,6
REM 1
DATA 2, 10,16, 1,10
REM 2
DATA 5, 0,30, 30,33, 3,33, 3,6, 6,36
REM 3
DATA 4, 0,30, 30,36, 3,33, 6,36
REM 5
DATA 5, 0,30, 0,3, 3,33, 33,36, 6,36
```

![](images/breakout-game-artwork.png)

`DRAWTEXT` and `DRAWGLYPH` are `DO ... LOOP UNTIL` rather than `FOR`, which is Step 7's
rule earning its keep twice on one screen: `"3"` is one character long and the `I` glyph is
one stroke, and a `FOR` would have drawn neither.

## Where to go next

- **[Chapter 8](08-sprites.md)** is the sprite reference: every form of `SPRSAV`, the
  `MOVSPR` forms, collision and what `RSPPOS` reads back.
- **[Chapter 6](06-graphics.md)** is the drawing reference, including `SSHAPE`, `GSHAPE`
  and what a shape handle is.
- **[Chapter 7](07-sound.md)** is `SOUND`, `PLAY`, `ENVELOPE` and `VOL`.
- **[Chapter 3](03-the-language.md)** has the arithmetic rules from Step 9 in full.
- **[Chapter 14](14-architecture.md)** explains the step loop and the pools this chapter
  keeps running into, from the interpreter's side.
