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akbasic/tests/sprite_verbs.c

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Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
/**
* @file sprite_verbs.c
* @brief Tests the group H verbs against the recording mock backend.
*
* Same shape as tests/graphics_verbs.c and for the same reason: these verbs emit
* nothing a golden file can compare, so the assertions are on the call log --
* what reached the device, in what order, with what geometry. Running a real
* BASIC line rather than calling the handler directly is deliberate; it
* exercises the dispatch-table row and the parse handler too, which is where an
* added verb is most likely to be wrong. MOVSPR in particular has a parse
* handler all its own.
*/
#include <string.h>
#include <akbasic/error.h>
#include <akbasic/runtime.h>
#include <akbasic/sprite.h>
#include "harness.h"
#include "mockdevice.h"
#include "testutil.h"
/** @brief Bring up a runtime with the mock devices attached and a program loaded. */
static akerr_ErrorContext AKERR_NOIGNORE *run_program(const char *source)
{
PREPARE_ERROR(errctx);
PASS(errctx, harness_start(NULL));
mock_devices_init();
PASS(errctx, akbasic_runtime_set_devices(&HARNESS_RUNTIME, &MOCK_GRAPHICS,
&MOCK_AUDIO, &MOCK_INPUT, &MOCK_SPRITES));
PASS(errctx, akbasic_runtime_load(&HARNESS_RUNTIME, source));
PASS(errctx, akbasic_runtime_start(&HARNESS_RUNTIME, AKBASIC_MODE_RUN));
PASS(errctx, akbasic_runtime_run(&HARNESS_RUNTIME, 0));
SUCCEED_RETURN(errctx);
}
/**
* @brief SPRITE sets what it is given and leaves alone what it is not.
*
* The "leaves alone" half is the one worth asserting: BASIC 7.0 lets every
* argument after the number be omitted, so a handler that treated a missing
* argument as zero would silently turn a sprite off on its way to changing the
* colour.
*/
static void test_sprite(void)
{
TEST_REQUIRE_OK(run_program("10 SPRITE 1, 1, 3, 0, 1, 0\n"));
/* Palette index 3 is red: 0x88, 0x39, 0x32 in src/graphics_tables.c. */
TEST_REQUIRE_STR(MOCK.log,
"sprcfg 1 136,57,50 x1 y0 b0\n"
"sprshow 1 1\n");
TEST_REQUIRE(HARNESS_RUNTIME.sprite_state.sprites[0].enabled, "SPRITE 1,1 should enable it");
TEST_REQUIRE_INT(HARNESS_RUNTIME.sprite_state.sprites[0].colorindex, 3);
harness_stop();
/* A second SPRITE naming only the number changes nothing at all. */
TEST_REQUIRE_OK(run_program("10 SPRITE 1, 1, 3, 0, 1, 0\n"
"20 SPRITE 1\n"));
TEST_REQUIRE_INT(HARNESS_RUNTIME.sprite_state.sprites[0].colorindex, 3);
TEST_REQUIRE(HARNESS_RUNTIME.sprite_state.sprites[0].xexpand,
"an omitted argument should leave x-expand alone");
TEST_REQUIRE(HARNESS_RUNTIME.sprite_state.sprites[0].enabled,
"an omitted argument should leave the enable bit alone");
harness_stop();
/* Sprite 0 and sprite 9 do not exist. */
TEST_REQUIRE_OK(run_program("10 SPRITE 9, 1\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "outside 1..8") != NULL,
"sprite 9 should be refused, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
TEST_REQUIRE_OK(run_program("10 SPRITE 1, 1, 17\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "outside 1..16") != NULL,
"colour 17 should be refused, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
}
/**
* @brief All four MOVSPR forms, which is really a test of its parse handler.
*
* The separators are the whole difference between them and they exist nowhere
* else in the language, so this is the only thing that says `;` and `#` are
* scanned at all.
*/
static void test_movspr(void)
{
/* Absolute. */
TEST_REQUIRE_OK(run_program("10 MOVSPR 1, 100, 50\n"));
TEST_REQUIRE_STR(MOCK.log, "sprmove 1 100.00,50.00\n");
harness_stop();
/* Relative: a signed coordinate is an offset, not a position. */
TEST_REQUIRE_OK(run_program("10 MOVSPR 1, 100, 50\n"
"20 MOVSPR 1, +10, -20\n"));
TEST_REQUIRE_STR(MOCK.log,
"sprmove 1 100.00,50.00\n"
"sprmove 1 110.00,30.00\n");
harness_stop();
/*
* Polar: distance first, then a bearing clockwise from vertical. 90 degrees
* is due right, so the whole distance lands on x and none of it on y --
* which is the assertion that catches a sine and cosine swapped over.
*/
TEST_REQUIRE_OK(run_program("10 MOVSPR 1, 100, 50\n"
"20 MOVSPR 1, 10 ; 90\n"));
TEST_REQUIRE_STR(MOCK.log,
"sprmove 1 100.00,50.00\n"
"sprmove 1 110.00,50.00\n");
harness_stop();
/* And 0 degrees is straight up, which is *minus* y on a screen. */
TEST_REQUIRE_OK(run_program("10 MOVSPR 1, 100, 50\n"
"20 MOVSPR 1, 10 ; 0\n"));
TEST_REQUIRE_STR(MOCK.log,
"sprmove 1 100.00,50.00\n"
"sprmove 1 100.00,40.00\n");
harness_stop();
/*
* Continuous. Nothing moves on the statement itself -- the sprite starts
* moving on the next step, paced off the host's clock -- so what is asserted
* here is that the speed was recorded and the device was *not* told to move.
*/
TEST_REQUIRE_OK(run_program("10 MOVSPR 1, 45 # 8\n"));
TEST_REQUIRE_STR(MOCK.log, "");
TEST_REQUIRE_INT(HARNESS_RUNTIME.sprite_state.sprites[0].speed, 8);
TEST_REQUIRE_FEQ(HARNESS_RUNTIME.sprite_state.sprites[0].angle, 45.0);
harness_stop();
/* Speed 16 does not exist. */
TEST_REQUIRE_OK(run_program("10 MOVSPR 1, 45 # 16\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "outside 0..15") != NULL,
"speed 16 should be refused, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
}
/**
* @brief Continuous motion is paced off the host's clock, not off step count.
*
* The service runs on every step, so a program that does nothing still moves --
* and a host that never sets a clock still gets a still picture rather than a
* sprite tearing across the screen at step rate.
*/
static void test_continuous_motion(void)
{
double stopped = 0.0;
TEST_REQUIRE_OK(harness_start(NULL));
mock_devices_init();
TEST_REQUIRE_OK(akbasic_runtime_set_devices(&HARNESS_RUNTIME, NULL, NULL, NULL,
&MOCK_SPRITES));
TEST_REQUIRE_OK(akbasic_runtime_settime(&HARNESS_RUNTIME, 1000));
TEST_REQUIRE_OK(akbasic_runtime_load(&HARNESS_RUNTIME,
"1 MOVSPR 1, 90 # 10\n"
"2 GOTO 2\n"));
TEST_REQUIRE_OK(akbasic_runtime_start(&HARNESS_RUNTIME, AKBASIC_MODE_RUN));
/* Line 0 and line 1, with the clock standing still. */
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 2));
TEST_REQUIRE_FEQ(HARNESS_RUNTIME.sprite_state.sprites[0].x, 0.0);
/*
* One second later: speed 10 at AKBASIC_SPRITE_SPEED_PIXELS_PER_SECOND
* apiece, due right, so 50 pixels of x and none of y.
*/
TEST_REQUIRE_OK(akbasic_runtime_settime(&HARNESS_RUNTIME, 2000));
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 1));
TEST_REQUIRE_FEQ(HARNESS_RUNTIME.sprite_state.sprites[0].x,
10.0 * AKBASIC_SPRITE_SPEED_PIXELS_PER_SECOND);
TEST_REQUIRE_FEQ(HARNESS_RUNTIME.sprite_state.sprites[0].y, 0.0);
/*
* Speed 0 stops it where it is. The step that runs the MOVSPR services the
* motion *before* it runs the line -- the sprite is still moving when that
* step begins -- so one more second's worth lands first; where it stopped is
* whatever it reads after that, and the point is that six more seconds do
* not move it again.
*/
TEST_REQUIRE_OK(akbasic_runtime_load(&HARNESS_RUNTIME, "1 MOVSPR 1, 90 # 0\n"));
HARNESS_RUNTIME.environment->nextline = 1;
TEST_REQUIRE_OK(akbasic_runtime_settime(&HARNESS_RUNTIME, 3000));
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 1));
stopped = HARNESS_RUNTIME.sprite_state.sprites[0].x;
TEST_REQUIRE_INT(HARNESS_RUNTIME.sprite_state.sprites[0].speed, 0);
TEST_REQUIRE_OK(akbasic_runtime_settime(&HARNESS_RUNTIME, 9000));
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 1));
TEST_REQUIRE_FEQ(HARNESS_RUNTIME.sprite_state.sprites[0].x, stopped);
harness_stop();
}
/** @brief SPRCOLOR sets the two shared registers, and RSPCOLOR reads them back. */
static void test_sprcolor(void)
{
TEST_REQUIRE_OK(run_program("10 SPRCOLOR 5, 7\n"
"20 PRINT RSPCOLOR(1)\n"
"30 PRINT RSPCOLOR(2)\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "5\n7\n");
harness_stop();
/* One argument leaves the other register alone. */
TEST_REQUIRE_OK(run_program("10 SPRCOLOR 5, 7\n"
"20 SPRCOLOR 9\n"
"30 PRINT RSPCOLOR(1)\n"
"40 PRINT RSPCOLOR(2)\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "9\n7\n");
harness_stop();
}
/**
* @brief The pattern bit order, asserted once here rather than trusted per backend.
*
* Three bytes per row, most significant bit leftmost. Getting it backwards would
* mirror every published sprite horizontally, and nothing else in the suite can
* see it: a SPRSAV test fills the array with 0xff, where a reversed bit order
* produces the identical picture.
*/
static void test_pattern_bit_order(void)
{
uint8_t pattern[AKBASIC_SPRITE_PATTERN_BYTES];
uint8_t pixels[AKBASIC_SPRITE_WIDTH * AKBASIC_SPRITE_HEIGHT];
int i = 0;
memset(pattern, 0, sizeof(pattern));
/* Row 0: the leftmost pixel and nothing else. */
pattern[0] = 0x80;
/* Row 1: the rightmost pixel of all 24, which is the low bit of the third byte. */
pattern[5] = 0x01;
/* Row 2: the ninth pixel across, which is the high bit of the second byte. */
pattern[7] = 0x80;
TEST_REQUIRE_OK(akbasic_sprite_unpack(pattern, sizeof(pattern), pixels));
TEST_REQUIRE_INT(pixels[0], 1);
TEST_REQUIRE_INT(pixels[1], 0);
TEST_REQUIRE_INT(pixels[AKBASIC_SPRITE_WIDTH + (AKBASIC_SPRITE_WIDTH - 1)], 1);
TEST_REQUIRE_INT(pixels[AKBASIC_SPRITE_WIDTH + (AKBASIC_SPRITE_WIDTH - 2)], 0);
TEST_REQUIRE_INT(pixels[(2 * AKBASIC_SPRITE_WIDTH) + 8], 1);
TEST_REQUIRE_INT(pixels[(2 * AKBASIC_SPRITE_WIDTH) + 7], 0);
/* And every other pixel is clear. */
for ( i = 3 * AKBASIC_SPRITE_WIDTH; i < AKBASIC_SPRITE_WIDTH * AKBASIC_SPRITE_HEIGHT; i++ ) {
TEST_REQUIRE_INT(pixels[i], 0);
}
/* A pattern that is not 63 bytes is not a pattern. */
TEST_REQUIRE_STATUS(akbasic_sprite_unpack(pattern, 8, pixels), AKBASIC_ERR_BOUNDS);
TEST_REQUIRE_STATUS(akbasic_sprite_unpack(NULL, sizeof(pattern), pixels), AKERR_NULLPOINTER);
}
/**
* @brief SPRSAV takes a pattern from a DIMmed integer array.
*
* The array form is ours rather than BASIC 7.0's, because a value in this
* interpreter carries a NUL-terminated string and a C128 puts 63 raw bytes in
* one -- a string that cannot hold a zero byte cannot hold a sprite. See
* TODO.md section 5.
*/
static void test_sprsav_from_array(void)
{
TEST_REQUIRE_OK(run_program("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 P#(62) = 129\n"
"60 SPRSAV P#, 1\n"));
TEST_REQUIRE(strstr(MOCK.log, "sprdef 1 63 bytes ff..81") != NULL,
"the whole pattern should have reached the device, got \"%s\"", MOCK.log);
TEST_REQUIRE(HARNESS_RUNTIME.sprite_state.sprites[0].defined,
"SPRSAV should have marked the sprite defined");
harness_stop();
/* An array too small to be a pattern is a program that has miscounted. */
TEST_REQUIRE_OK(run_program("10 DIM P#(8)\n"
"20 SPRSAV P#, 1\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "sprite pattern is 63") != NULL,
"a short array should be refused, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
}
/** @brief SPRSAV takes a region SSHAPE saved, told apart by its handle prefix. */
static void test_sprsav_from_shape(void)
{
TEST_REQUIRE_OK(run_program("10 SSHAPE A$, 0, 0, 24, 21\n"
"20 SPRSAV A$, 2\n"));
TEST_REQUIRE(strstr(MOCK.log, "sprshape 2 from 0") != NULL,
"the saved region should have reached the sprite device, got \"%s\"",
MOCK.log);
harness_stop();
}
/**
* @brief SPRSAV takes an image file path, and the program's directory goes with it.
*
* Any string that is not an SSHAPE handle is a path. What can be asserted from a
* mock is the dispatch and the root -- whether a relative path actually resolves
* is libakgl's, and is asserted against real pixels in tests/akgl_backends.c.
*/
static void test_sprsav_from_file(void)
{
TEST_REQUIRE_OK(harness_start(NULL));
mock_devices_init();
TEST_REQUIRE_OK(akbasic_runtime_set_devices(&HARNESS_RUNTIME, &MOCK_GRAPHICS, NULL, NULL,
&MOCK_SPRITES));
TEST_REQUIRE_OK(akbasic_runtime_set_source_path(&HARNESS_RUNTIME, "/games/asteroids/main.bas"));
TEST_REQUIRE_OK(akbasic_runtime_load(&HARNESS_RUNTIME, "10 SPRSAV \"ship.png\", 3\n"));
TEST_REQUIRE_OK(akbasic_runtime_start(&HARNESS_RUNTIME, AKBASIC_MODE_RUN));
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 0));
TEST_REQUIRE_STR(MOCK.log,
"sprfile 3 ship.png root=/games/asteroids\n"
"sprcfg 3 255,255,255 x0 y0 b0\n");
harness_stop();
/* No source path -- a REPL session, or a host that handed over a string. */
TEST_REQUIRE_OK(run_program("10 SPRSAV \"ship.png\", 3\n"));
TEST_REQUIRE(strstr(MOCK.log, "root=(none)") != NULL,
"with no program file the backend should be told so, got \"%s\"", MOCK.log);
harness_stop();
}
/** @brief Writing a sprite back out is a disk operation, and is refused by name. */
static void test_sprsav_refuses_to_write(void)
{
TEST_REQUIRE_OK(run_program("10 SPRSAV 1, \"ship.png\"\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "disk operation") != NULL,
"SPRSAV out to a file should be refused, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
}
/** @brief COLLISION arms the interrupt, and refuses the two types nothing implements. */
static void test_collision_arming(void)
{
TEST_REQUIRE_OK(run_program("10 COLLISION 1, 100\n"));
TEST_REQUIRE(HARNESS_RUNTIME.interrupts[AKBASIC_INTERRUPT_SPRITE].armed,
"COLLISION 1 should have armed the sprite interrupt");
TEST_REQUIRE_INT(HARNESS_RUNTIME.interrupts[AKBASIC_INTERRUPT_SPRITE].line, 100);
harness_stop();
/* A label is stored by name, not resolved here: the handler may be anywhere. */
TEST_REQUIRE_OK(run_program("10 COLLISION 1, BUMPED\n"));
TEST_REQUIRE_STR(HARNESS_RUNTIME.interrupts[AKBASIC_INTERRUPT_SPRITE].label, "BUMPED");
harness_stop();
/* Omitting the target disarms. */
TEST_REQUIRE_OK(run_program("10 COLLISION 1, 100\n"
"20 COLLISION 1\n"));
TEST_REQUIRE(!HARNESS_RUNTIME.interrupts[AKBASIC_INTERRUPT_SPRITE].armed,
"COLLISION with no target should disarm");
harness_stop();
Collide sprites with rectangles that are not sprites `SOLID id, x1, y1, x2, y2` registers static collision geometry; `SOLID id` retires one and a bare `SOLID` retires them all, the way `TRAP`, `COLLISION` and `DCLOSE` all read absence. `COLLISION 2` and `BUMP(2)` stop being refused and mean *sprite met static geometry*. **This is the thing eight sprite slots made impossible.** A wall of bricks wants sixty, so until now a program could only collide with one by doing the arithmetic itself against its own array -- which is exactly what both breakout listings do, at about two hundred lines between them. A rectangle costs no sprite slot. The id is the **program's own number**, 1 to 64, not a minted handle. That is the whole trick for "which brick did I hit": the id comes back out again, so a wall built as `SOLID I#, ...` maps onto `B#(I#)` with no lookup, and retiring a broken brick is `SOLID I#`. `COLLISION 2` was refused with "sprite-to-background collision needs the screen read back every frame", which was true of the question a C128 asks -- a sprite against the bitmap's set pixels. `SOLID` gives this interpreter a background made of rectangles instead, which is the same question in a form it can answer. Same move `SPRSAV` made when it learned to take an image path. `AKBASIC_INTERRUPT_BACKGROUND` has been sitting in the interrupt table commented "COLLISION 2 -- sprite met background; refused" the whole time. Its accumulator is separate, so a sprite hitting a wall never sets a bit in `BUMP(1)`. **There is no `akgl_CollisionWorld` here, and that is deliberate.** libakgl's uniform grid keeps its cell heads, cell size and origin in file-scope statics, so it is one index per process -- and `akgl_collision_world_init()` ends in a `reset()` that memsets those heads *and* calls `akgl_heap_init_collision_cells()`. An interpreter embedded in a game with its own collision world would have destroyed every registration that game had made, on the first `SOLID` a script ran. So the geometry is indexed by an ordinary array here and pairs go straight to `akgl_collision_test()`, which needs no world. At sixty-four rectangles that is the right answer anyway; libakgl's own numbers put a naive sweep at 0.7% of a frame at sixty-four objects. **The scan now short-circuits when nothing has moved**, and that is what makes any of it affordable. Its inputs are the sprites' boxes, which slots are collidable, and the static geometry; if none changed the answer cannot have. A frame runs one full scan and 255 cached ones. Eight sprites against sixty-four rectangles is five hundred and twelve tests -- fine once a frame, ruinous 256 times. The benchmark was rewritten to say which path it is timing, because with the cache in place a loop that only calls the scan measures the short circuit and nothing else. Breakout now costs 590.6 ns for its one full scan plus 255 cached at 40.0, which is 10.8 us against a 1.19 ms frame -- **0.91%, less than the 2.0% it cost before any of this work**, with static geometry and contacts added on top. `NEW` retires the rectangles, where it cannot undefine a sprite pattern: there *is* an entry point for this one, so leaving them would be a choice, and the wrong one -- a rectangle is invisible, so one left behind by a deleted program is an unexplainable collision in the next. `CLR` leaves them alone. `tests/sprite_verbs.c` gains the whole second path against the mock and its `COLLISION 2` case is rewritten: it pinned the refusal, and now pins that type 2 arms its own handler without disturbing type 1's. `tests/akgl_backends.c` gains the end-to-end version, including a full sixty-four-rectangle wall so the proxy budget is exercised at its ceiling and the pool has to come back intact, and the sixty-fifth refused by name. A bare `SOLID` needed `akbasic_parse_optional_arglist` rather than `akbasic_parse_arglist`, which `DCLOSE` already uses for the same shape. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
2026-08-02 10:25:35 -04:00
/*
* Type 2 arms a *second* handler, on its own interrupt source, and leaves
* type 1's alone. It used to be refused -- a C128's type 2 is a sprite
* against the bitmap screen's set pixels, which needs the render target read
* back every frame -- and SOLID is what turned it into a question this
* interpreter can answer, against rectangles instead of pixels.
*/
TEST_REQUIRE_OK(run_program("10 COLLISION 1, 100\n"
"20 COLLISION 2, 200\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "");
TEST_REQUIRE(HARNESS_RUNTIME.interrupts[AKBASIC_INTERRUPT_SPRITE].armed,
"COLLISION 1 should still have armed the sprite interrupt");
TEST_REQUIRE_INT(HARNESS_RUNTIME.interrupts[AKBASIC_INTERRUPT_SPRITE].line, 100);
TEST_REQUIRE(HARNESS_RUNTIME.interrupts[AKBASIC_INTERRUPT_BACKGROUND].armed,
"COLLISION 2 should have armed the background interrupt");
TEST_REQUIRE_INT(HARNESS_RUNTIME.interrupts[AKBASIC_INTERRUPT_BACKGROUND].line, 200);
harness_stop();
/* And disarming one leaves the other armed. */
TEST_REQUIRE_OK(run_program("10 COLLISION 1, 100\n"
"20 COLLISION 2, 200\n"
"30 COLLISION 2\n"));
TEST_REQUIRE(HARNESS_RUNTIME.interrupts[AKBASIC_INTERRUPT_SPRITE].armed,
"disarming type 2 should not have disarmed type 1");
TEST_REQUIRE(!HARNESS_RUNTIME.interrupts[AKBASIC_INTERRUPT_BACKGROUND].armed,
"COLLISION 2 with no target should disarm");
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
harness_stop();
TEST_REQUIRE_OK(run_program("10 COLLISION 3, 100\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "light pen") != NULL,
"COLLISION 3 should be refused with a reason, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
TEST_REQUIRE_OK(run_program("10 COLLISION 4, 100\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "outside 1..3") != NULL,
"COLLISION 4 should be refused, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
}
/**
* @brief A collision the device reports enters the handler and shows up in BUMP.
*
* The whole path: the mock says two sprites overlap, the service ORs that into
* the accumulator and raises the interrupt, the step loop enters the handler,
* and BUMP() reports it and clears.
*/
static void test_collision_fires(void)
{
TEST_REQUIRE_OK(harness_start(NULL));
mock_devices_init();
TEST_REQUIRE_OK(akbasic_runtime_set_devices(&HARNESS_RUNTIME, NULL, NULL, NULL,
&MOCK_SPRITES));
TEST_REQUIRE_OK(akbasic_runtime_load(&HARNESS_RUNTIME,
"1 COLLISION 1, 4\n"
"2 PRINT \"MAIN\"\n"
"3 GOTO 2\n"
"4 PRINT \"HIT\"\n"
"5 PRINT BUMP(1)\n"
"6 RETURN\n"));
TEST_REQUIRE_OK(akbasic_runtime_start(&HARNESS_RUNTIME, AKBASIC_MODE_RUN));
/* Line 0 and the COLLISION, with nothing overlapping yet. */
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 2));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "");
/* Sprites 1 and 3 meet. */
mock_set_collisions(0x05);
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 2));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "HIT") != NULL,
"the handler should have been entered, got \"%s\"", HARNESS_OUTPUT);
/* BUMP reports the mask, and clears it. */
mock_set_collisions(0);
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 1));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "5\n") != NULL,
"BUMP should have reported sprites 1 and 3, got \"%s\"", HARNESS_OUTPUT);
TEST_REQUIRE_INT(HARNESS_RUNTIME.sprite_state.bumped, 0);
harness_stop();
}
Collide sprites with rectangles that are not sprites `SOLID id, x1, y1, x2, y2` registers static collision geometry; `SOLID id` retires one and a bare `SOLID` retires them all, the way `TRAP`, `COLLISION` and `DCLOSE` all read absence. `COLLISION 2` and `BUMP(2)` stop being refused and mean *sprite met static geometry*. **This is the thing eight sprite slots made impossible.** A wall of bricks wants sixty, so until now a program could only collide with one by doing the arithmetic itself against its own array -- which is exactly what both breakout listings do, at about two hundred lines between them. A rectangle costs no sprite slot. The id is the **program's own number**, 1 to 64, not a minted handle. That is the whole trick for "which brick did I hit": the id comes back out again, so a wall built as `SOLID I#, ...` maps onto `B#(I#)` with no lookup, and retiring a broken brick is `SOLID I#`. `COLLISION 2` was refused with "sprite-to-background collision needs the screen read back every frame", which was true of the question a C128 asks -- a sprite against the bitmap's set pixels. `SOLID` gives this interpreter a background made of rectangles instead, which is the same question in a form it can answer. Same move `SPRSAV` made when it learned to take an image path. `AKBASIC_INTERRUPT_BACKGROUND` has been sitting in the interrupt table commented "COLLISION 2 -- sprite met background; refused" the whole time. Its accumulator is separate, so a sprite hitting a wall never sets a bit in `BUMP(1)`. **There is no `akgl_CollisionWorld` here, and that is deliberate.** libakgl's uniform grid keeps its cell heads, cell size and origin in file-scope statics, so it is one index per process -- and `akgl_collision_world_init()` ends in a `reset()` that memsets those heads *and* calls `akgl_heap_init_collision_cells()`. An interpreter embedded in a game with its own collision world would have destroyed every registration that game had made, on the first `SOLID` a script ran. So the geometry is indexed by an ordinary array here and pairs go straight to `akgl_collision_test()`, which needs no world. At sixty-four rectangles that is the right answer anyway; libakgl's own numbers put a naive sweep at 0.7% of a frame at sixty-four objects. **The scan now short-circuits when nothing has moved**, and that is what makes any of it affordable. Its inputs are the sprites' boxes, which slots are collidable, and the static geometry; if none changed the answer cannot have. A frame runs one full scan and 255 cached ones. Eight sprites against sixty-four rectangles is five hundred and twelve tests -- fine once a frame, ruinous 256 times. The benchmark was rewritten to say which path it is timing, because with the cache in place a loop that only calls the scan measures the short circuit and nothing else. Breakout now costs 590.6 ns for its one full scan plus 255 cached at 40.0, which is 10.8 us against a 1.19 ms frame -- **0.91%, less than the 2.0% it cost before any of this work**, with static geometry and contacts added on top. `NEW` retires the rectangles, where it cannot undefine a sprite pattern: there *is* an entry point for this one, so leaving them would be a choice, and the wrong one -- a rectangle is invisible, so one left behind by a deleted program is an unexplainable collision in the next. `CLR` leaves them alone. `tests/sprite_verbs.c` gains the whole second path against the mock and its `COLLISION 2` case is rewritten: it pinned the refusal, and now pins that type 2 arms its own handler without disturbing type 1's. `tests/akgl_backends.c` gains the end-to-end version, including a full sixty-four-rectangle wall so the proxy budget is exercised at its ceiling and the pool has to come back intact, and the sixty-fifth refused by name. A bare `SOLID` needed `akbasic_parse_optional_arglist` rather than `akbasic_parse_arglist`, which `DCLOSE` already uses for the same shape. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
2026-08-02 10:25:35 -04:00
/**
* @brief SOLID registers static geometry, and COLLISION 2 fires on meeting it.
*
* The whole second path, against the mock: the device is told about a rectangle,
* the scan reports a sprite touching one, the service accumulates it on its own
* accumulator and raises its own interrupt, and BUMP(2) reports and clears
* without disturbing BUMP(1).
*/
static void test_solid_geometry(void)
{
TEST_REQUIRE_OK(harness_start(NULL));
mock_devices_init();
TEST_REQUIRE_OK(akbasic_runtime_set_devices(&HARNESS_RUNTIME, NULL, NULL, NULL,
&MOCK_SPRITES));
TEST_REQUIRE_OK(akbasic_runtime_load(&HARNESS_RUNTIME,
"1 COLLISION 2, 5\n"
"2 SOLID 7, 100, 100, 140, 120\n"
"3 PRINT \"MAIN\"\n"
"4 GOTO 3\n"
"5 PRINT \"WALL \" + BUMP(2)\n"
"6 PRINT \"SPRITES \" + BUMP(1)\n"
"7 RETURN\n"));
TEST_REQUIRE_OK(akbasic_runtime_start(&HARNESS_RUNTIME, AKBASIC_MODE_RUN));
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 3));
TEST_REQUIRE(strstr(MOCK.log, "solid 7,100,100,140,120") != NULL,
"SOLID should have reached the device, log was \"%s\"", MOCK.log);
/* Sprite 1 meets a wall; nothing meets another sprite. */
mock_set_solid_collisions(0x01);
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 2));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "WALL 1") != NULL,
"the type 2 handler should have reported sprite 1, got \"%s\"", HARNESS_OUTPUT);
mock_set_solid_collisions(0);
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 2));
/* The two accumulators are separate: BUMP(1) saw nothing. */
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "SPRITES 0") != NULL,
"a static collision should not set BUMP(1), got \"%s\"", HARNESS_OUTPUT);
TEST_REQUIRE_INT(HARNESS_RUNTIME.sprite_state.bumpedsolid, 0);
harness_stop();
/* SOLID with no arguments retires every one of them. */
TEST_REQUIRE_OK(run_program("10 SOLID 3, 0, 0, 10, 10\n"
"20 SOLID 4, 20, 20, 30, 30\n"
"30 SOLID\n"));
TEST_REQUIRE(strstr(MOCK.log, "solid 3 off") != NULL,
"bare SOLID should have retired 3, log was \"%s\"", MOCK.log);
TEST_REQUIRE(strstr(MOCK.log, "solid 4 off") != NULL,
"bare SOLID should have retired 4, log was \"%s\"", MOCK.log);
harness_stop();
/* Out of range, and a rectangle that is not one. */
TEST_REQUIRE_OK(run_program("10 SOLID 999, 0, 0, 10, 10\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "outside 1..") != NULL,
"SOLID 999 should be refused, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
TEST_REQUIRE_OK(run_program("10 SOLID 1, 10, 10, 10, 20\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "not a rectangle") != NULL,
"a zero-width SOLID should be refused, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
}
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
/** @brief The readbacks answer from interpreter state, so they need no device. */
static void test_readbacks(void)
{
TEST_REQUIRE_OK(harness_start(NULL));
TEST_REQUIRE_OK(akbasic_runtime_load(&HARNESS_RUNTIME,
"10 MOVSPR 1, 120, 90\n"
"20 PRINT RSPPOS(1, 0)\n"
"30 PRINT RSPPOS(1, 1)\n"));
TEST_REQUIRE_OK(akbasic_runtime_start(&HARNESS_RUNTIME, AKBASIC_MODE_RUN));
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 0));
/*
* MOVSPR refuses for want of a device *after* it has moved the sprite, so
* the program stops on line 10 -- but the position took effect, which is
* what makes the state readable at all. Read it directly rather than through
* PRINT, since the program never got that far.
*/
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "MOVSPR needs a sprite device") != NULL,
"MOVSPR without a device should name itself, got \"%s\"", HARNESS_OUTPUT);
TEST_REQUIRE_FEQ(HARNESS_RUNTIME.sprite_state.sprites[0].x, 120.0);
TEST_REQUIRE_FEQ(HARNESS_RUNTIME.sprite_state.sprites[0].y, 90.0);
harness_stop();
/* With a device attached the same program prints. */
TEST_REQUIRE_OK(run_program("10 MOVSPR 1, 120, 90\n"
"20 PRINT RSPPOS(1, 0)\n"
"30 PRINT RSPPOS(1, 1)\n"
"40 PRINT RSPPOS(1, 2)\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "120\n90\n0\n");
harness_stop();
TEST_REQUIRE_OK(run_program("10 SPRITE 1, 1, 6, 1, 1, 0\n"
"20 PRINT RSPRITE(1, 0)\n"
"30 PRINT RSPRITE(1, 1)\n"
"40 PRINT RSPRITE(1, 2)\n"
"50 PRINT RSPRITE(1, 3)\n"
"60 PRINT RSPRITE(1, 4)\n"));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "1\n6\n1\n1\n0\n");
harness_stop();
/* Out-of-range fields are refused rather than answered with a zero. */
TEST_REQUIRE_OK(run_program("10 PRINT RSPPOS(1, 9)\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "outside 0..2") != NULL,
"RSPPOS field 9 should be refused, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
TEST_REQUIRE_OK(run_program("10 PRINT RSPCOLOR(3)\n"));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "is 1 or 2") != NULL,
"RSPCOLOR register 3 should be refused, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
}
/**
* @brief Every verb that needs a device says so by name when it has none.
*
* This is the standalone driver's situation, so it is the common path. SPRCOLOR
* and the readbacks are excluded on purpose: they only touch interpreter state
* and must keep working before a host has lent the script anything.
*/
static void test_no_device(void)
{
TEST_REQUIRE_OK(harness_start(NULL));
TEST_REQUIRE_OK(akbasic_runtime_load(&HARNESS_RUNTIME, "10 SPRSAV \"ship.png\", 1\n"));
TEST_REQUIRE_OK(akbasic_runtime_start(&HARNESS_RUNTIME, AKBASIC_MODE_RUN));
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 0));
TEST_REQUIRE(strstr(HARNESS_OUTPUT, "SPRSAV needs a sprite device") != NULL,
"SPRSAV without a device should name itself, got \"%s\"", HARNESS_OUTPUT);
harness_stop();
TEST_REQUIRE_OK(harness_start(NULL));
TEST_REQUIRE_OK(akbasic_runtime_load(&HARNESS_RUNTIME,
"10 SPRCOLOR 5, 7\n"
"20 PRINT RSPCOLOR(1)\n"));
TEST_REQUIRE_OK(akbasic_runtime_start(&HARNESS_RUNTIME, AKBASIC_MODE_RUN));
TEST_REQUIRE_OK(akbasic_runtime_run(&HARNESS_RUNTIME, 0));
TEST_REQUIRE_STR(HARNESS_OUTPUT, "5\n");
harness_stop();
}
/** @brief NEW takes the sprites down with the program that defined them. */
static void test_new_clears_sprites(void)
{
akbasic_ASTLeaf *leaf = NULL;
akbasic_Value *out = NULL;
TEST_REQUIRE_OK(run_program("10 SPRITE 1, 1, 3\n"));
TEST_REQUIRE(HARNESS_RUNTIME.sprite_state.sprites[0].enabled, "SPRITE should have enabled it");
TEST_REQUIRE_OK(akbasic_environment_zero(HARNESS_RUNTIME.environment));
TEST_REQUIRE_OK(harness_parse("NEW", &leaf));
TEST_REQUIRE_OK(akbasic_runtime_evaluate(&HARNESS_RUNTIME, leaf, &out));
TEST_REQUIRE(!HARNESS_RUNTIME.sprite_state.sprites[0].enabled,
"NEW should have taken the sprite state down");
TEST_REQUIRE(strstr(MOCK.log, "sprshow 1 0") != NULL,
"NEW should have hidden the sprites on the device, got \"%s\"", MOCK.log);
harness_stop();
}
int main(void)
{
test_sprite();
test_movspr();
test_continuous_motion();
test_sprcolor();
test_pattern_bit_order();
test_sprsav_from_array();
test_sprsav_from_shape();
test_sprsav_from_file();
test_sprsav_refuses_to_write();
test_collision_arming();
test_collision_fires();
Collide sprites with rectangles that are not sprites `SOLID id, x1, y1, x2, y2` registers static collision geometry; `SOLID id` retires one and a bare `SOLID` retires them all, the way `TRAP`, `COLLISION` and `DCLOSE` all read absence. `COLLISION 2` and `BUMP(2)` stop being refused and mean *sprite met static geometry*. **This is the thing eight sprite slots made impossible.** A wall of bricks wants sixty, so until now a program could only collide with one by doing the arithmetic itself against its own array -- which is exactly what both breakout listings do, at about two hundred lines between them. A rectangle costs no sprite slot. The id is the **program's own number**, 1 to 64, not a minted handle. That is the whole trick for "which brick did I hit": the id comes back out again, so a wall built as `SOLID I#, ...` maps onto `B#(I#)` with no lookup, and retiring a broken brick is `SOLID I#`. `COLLISION 2` was refused with "sprite-to-background collision needs the screen read back every frame", which was true of the question a C128 asks -- a sprite against the bitmap's set pixels. `SOLID` gives this interpreter a background made of rectangles instead, which is the same question in a form it can answer. Same move `SPRSAV` made when it learned to take an image path. `AKBASIC_INTERRUPT_BACKGROUND` has been sitting in the interrupt table commented "COLLISION 2 -- sprite met background; refused" the whole time. Its accumulator is separate, so a sprite hitting a wall never sets a bit in `BUMP(1)`. **There is no `akgl_CollisionWorld` here, and that is deliberate.** libakgl's uniform grid keeps its cell heads, cell size and origin in file-scope statics, so it is one index per process -- and `akgl_collision_world_init()` ends in a `reset()` that memsets those heads *and* calls `akgl_heap_init_collision_cells()`. An interpreter embedded in a game with its own collision world would have destroyed every registration that game had made, on the first `SOLID` a script ran. So the geometry is indexed by an ordinary array here and pairs go straight to `akgl_collision_test()`, which needs no world. At sixty-four rectangles that is the right answer anyway; libakgl's own numbers put a naive sweep at 0.7% of a frame at sixty-four objects. **The scan now short-circuits when nothing has moved**, and that is what makes any of it affordable. Its inputs are the sprites' boxes, which slots are collidable, and the static geometry; if none changed the answer cannot have. A frame runs one full scan and 255 cached ones. Eight sprites against sixty-four rectangles is five hundred and twelve tests -- fine once a frame, ruinous 256 times. The benchmark was rewritten to say which path it is timing, because with the cache in place a loop that only calls the scan measures the short circuit and nothing else. Breakout now costs 590.6 ns for its one full scan plus 255 cached at 40.0, which is 10.8 us against a 1.19 ms frame -- **0.91%, less than the 2.0% it cost before any of this work**, with static geometry and contacts added on top. `NEW` retires the rectangles, where it cannot undefine a sprite pattern: there *is* an entry point for this one, so leaving them would be a choice, and the wrong one -- a rectangle is invisible, so one left behind by a deleted program is an unexplainable collision in the next. `CLR` leaves them alone. `tests/sprite_verbs.c` gains the whole second path against the mock and its `COLLISION 2` case is rewritten: it pinned the refusal, and now pins that type 2 arms its own handler without disturbing type 1's. `tests/akgl_backends.c` gains the end-to-end version, including a full sixty-four-rectangle wall so the proxy budget is exercised at its ceiling and the pool has to come back intact, and the sixty-fifth refused by name. A bare `SOLID` needed `akbasic_parse_optional_arglist` rather than `akbasic_parse_arglist`, which `DCLOSE` already uses for the same shape. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
2026-08-02 10:25:35 -04:00
test_solid_geometry();
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
test_readbacks();
test_no_device();
test_new_clears_sprites();
return akbasic_test_failures;
}