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Add two Breakout examples and the tutorials that build them Two complete games in `examples/breakout/`, both 100% BASIC: `characters/` draws its wall in the text grid with two `DATA` sprites for the ball and paddle, and `sprites/` loads CC0 artwork and captures its whole screen with `SSHAPE`/`SPRSAV`. They take opposite shapes for reasons that are entirely this interpreter's, which is what the chapters are for. `docs/17-tutorial-breakout.md` and `docs/18-tutorial-breakout-artwork.md` build each one a step at a time, and end in a checklist of the rules a real program runs into: create every name before the loop starts, write a text row whole, loop with `GOTO` rather than `DO`, put the float on the left. Every trap is a runnable block with its own output rather than a claim -- the value pool dying at four thousand names, the skipped `BEGIN` block that breaks its caller's `RETURN`, `SSHAPE` ignoring a subscript, `READ`'s single cursor. Five figures, generated from the listings beside them by `docs_screenshots`, and a `breakout_art` setup so the ones that load artwork load the example's own. The character game's wall cannot be photographed -- the screenshot host omits the text layer on purpose -- so it is shown as compared output instead. `docs/07-sound.md` never said `SOUND`'s frequency is a SID register value rather than hertz, which both games depend on. It says so now, with the conversion from `src/audio_tables.c:84`. `TODO.md` gains the thirteen defects the two games turned up -- §6 items 30 to 33 and all of §9 -- each with a reduction that fits on a screen, the file and line of the cause, and what a fix would touch. Verified: `docs_examples` passes in both build configurations, `docs_screenshots --check` re-renders all thirteen figures and byte-compares them, the full 109-test suite passes in both builds, every quoted fragment was checked to appear verbatim in the listing it came from, and every relative link and anchor resolves. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 22:54:42 -04:00
# Breakout
Breakout, written entirely in BASIC for the AKGL BASIC interpreter. The ball and the
paddle are sprites defined from `DATA` in the listing; the bricks, the HUD and the
messages are characters in the text grid.
```sh
../../../build-akgl/basic breakout.bas
```
It needs the SDL build. The stdio build has no graphics device, so `RGR` refuses on the
fourth line and the game stops there — which is exactly what it should do.
| Key | Does |
|---|---|
| left / right | move the paddle |
| space | start a game from the title screen, then launch the ball |
| P | pause |
| Q or escape | quit |
The title screen plays itself. Attract mode is a real feature and it is also how the game
was tested without a hand on the keyboard.
Three lives, six rows of bricks worth 60 down to 10 points a row, three level layouts that
repeat with a faster ball each time, and a high score that lasts as long as the process
does.
## How it works, and how to write your own
**[Chapter 17 of the guide](../../../docs/17-tutorial-breakout.md)** builds this program a
step at a time: what to make a sprite and what to make a character, why every name is
declared before the game starts, how a text row has to be written whole, and the rest of
the rules this listing never breaks. It is the tutorial; this is the finished thing.
[Chapter 18](../../../docs/18-tutorial-breakout-artwork.md) does the same for
[`../sprites`](../sprites), which builds the same game out of loaded artwork and comes out
a completely different program.
## Known warts, this game's own
- **The cell size is a constant.** `CW#` and `CH#` are 16, measured with the bundled
C64_Pro_Mono at 16 points in the 800×600 window; the grid is 50×37. BASIC cannot ask —
`WINDOW` knows, but the standalone frontend never offers it. Change the font or the
window size and those two numbers have to change with them.
- **Every character the game draws also goes to stdout**, because the frontend tees the
text sink to the terminal. It made the whole game auditable from a log file during
development and it is pure noise the rest of the time. Redirect it.
- **Collision is against the cell the ball's leading edge is in**, so a brick clipped at
the very corner can be missed by up to seven pixels' worth of ball. Testing the centre
instead was worse: the ball sank four pixels into a brick before it turned.
- **There is a stall watchdog.** Ten seconds without touching a brick and the ball gets a
new angle — at the *next paddle bounce*, never in mid-air.
- **The demo cannot lose**, it re-serves. It also cannot be paused; `P` is ignored until a
real game starts.
- **Sound is asked for once and then believed.** On a machine with no audio device the
game is silent rather than dead.
- **No high score on disk.** There is no disk in this interpreter.
The interpreter defects this game turned up are filed in `TODO.md` §6 item 30 and §9, each
with a reduction that fits on a screen.
## How this was checked
- Parses clean under the stdio `basic` (it then stops at the first graphics verb, as it
should).
- Attract mode run for 145 seconds and again for 110: no runtime error, score climbing
throughout, 39 bricks in the second run.
- Level clear verified against a copy whose first layout is a single row: `LEVEL CLEARED`,
layout 2 loaded, ball speed up, play continues.
- Input driven with `xdotool` against the real window: paddle moves and clamps at both
edges, ball launches, `P` pauses and unpauses, three lives drain to `GAME OVER`, space
starts a new game, `Q` exits printing the final and high scores.
- Every direction change logged for a whole run and read back: each one is a wall, a brick
or the paddle. Nothing turns without a reason.