Write the GALAGA tutorial chapters and the repeated-host-calls guide
docs/20 builds the engine and the boundary: the startup order, the
starfield, actors and collision, booting a DEF-only script, the issue #8
mode workaround, the custom update hook, first light, screens, and the
headless harness. docs/21 builds the three shared structures and the AI:
the host type tables, the actor binding, the randomness route around
issue #16, the measured case against structure arguments (issue #36),
the three language rules that shape the script, the maneuvers, the
argued formation decision, the script-death policy, and the interop
proof. Every fenced block runs under tests/docs_examples.sh in both
build configurations; five new preludes carry the C fragments.
docs/10 gains the 'Calling a function every frame' section the chapters
lean on: the per-call akbasic_environment_zero() rule, the set_mode(RUN)
workaround, the clear_error() revival, and the case for rebinding over
structure arguments. Index rows and chapter counts updated.
Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:43 -04:00
|
|
|
# 20. Tutorial: GALAGA — a C engine with a BASIC brain
|
|
|
|
|
|
|
|
|
|
This chapter and [Chapter 21](21-tutorial-galaga-enemies.md) build a GALAGA-style
|
|
|
|
|
fixed shooter from an empty file. The engine — window, starfield, bullets,
|
|
|
|
|
collision, score, screens — is C on libakgl. The enemies think in BASIC: one
|
|
|
|
|
script of `DEF` functions is called once per enemy per frame, and it reads and
|
|
|
|
|
writes the engine's own structures with no marshalling in either direction.
|
|
|
|
|
This chapter builds the engine and proves the boundary works; the next one
|
|
|
|
|
fills in the data structures and the AI.
|
|
|
|
|
|
|
|
|
|
The split is the point. Everything mechanical stays compiled, and everything an
|
|
|
|
|
enemy *decides* is a text file you can edit and re-run without rebuilding. It is
|
|
|
|
|
an academic exercise in *how* such an embed is done, not a claim that it is the
|
|
|
|
|
best way to write a GALAGA.
|
|
|
|
|
|
|
|
|
|
This is what the two chapters build:
|
|
|
|
|
|
|
|
|
|

|
|
|
|
|
|
|
|
|
|
The finished program is [`examples/galaga/`](../examples/galaga/): four C files,
|
|
|
|
|
one `galaga.bas`, and the assets. You do not need it to follow along, but it is
|
|
|
|
|
the same program assembled.
|
|
|
|
|
|
|
|
|
|
```sh norun
|
|
|
|
|
$ cmake -S . -B build-akgl -DAKBASIC_WITH_AKGL=ON
|
|
|
|
|
$ cmake --build build-akgl --target akbasic_example_galaga
|
|
|
|
|
$ ./build-akgl/akbasic_example_galaga
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
| Key | Does |
|
|
|
|
|
|---|---|
|
|
|
|
|
| left / right | move the ship |
|
|
|
|
|
| space | fire — two shots on screen at a time, the classic rule |
|
|
|
|
|
| return | choose a menu entry |
|
|
|
|
|
|
|
|
|
|
## What you will do
|
|
|
|
|
|
|
|
|
|
- **[Step 1](#step-1-open-a-window)** — open a window, in the one startup order
|
|
|
|
|
that works
|
|
|
|
|
- **[Step 2](#step-2-scatter-a-starfield)** — scatter a starfield and scroll it,
|
|
|
|
|
with no parallax machinery at all
|
|
|
|
|
- **[Step 3](#step-3-put-a-ship-on-screen)** — put a ship on screen from a
|
|
|
|
|
sprite and a character file, and drive it from the keyboard
|
|
|
|
|
- **[Step 4](#step-4-shots-and-collision)** — spawn shots from the actor heap
|
|
|
|
|
and collide them by hand
|
|
|
|
|
- **[Step 5](#step-5-boot-the-interpreter)** — link the interpreter in, load a
|
|
|
|
|
script of definitions, and call one from C
|
|
|
|
|
- **[Step 6](#step-6-the-update-hook)** — replace an actor's update hook so its
|
|
|
|
|
every frame is a BASIC call
|
|
|
|
|
- **[Step 7](#step-7-first-light)** — watch one enemy move under BASIC control,
|
|
|
|
|
and read the same numbers from both sides
|
|
|
|
|
- **[Step 8](#step-8-screens)** — add the title, game over and victory screens
|
|
|
|
|
- **[Step 9](#step-9-run-it-headless)** — run the whole game headless, so CI can
|
|
|
|
|
play it every night
|
|
|
|
|
|
|
|
|
|
Each step compiles and runs. The C fragments quote the finished example; the
|
|
|
|
|
file layout there — `main.c` for the harness, `script.c` for the boundary,
|
|
|
|
|
`enemies.c` and `player.c` for the actors — is a good one to copy.
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
## Step 1: Open a window
|
|
|
|
|
|
|
|
|
|
**Goal: a black window with a title, from the canonical startup order.**
|
|
|
|
|
|
|
|
|
|
libakgl has one startup sequence that works, documented at the top of its
|
|
|
|
|
`include/akgl/game.h` and walked through in its own tutorial (libakgl
|
|
|
|
|
docs/20-tutorial-sidescroller.md). The order matters twice: the screen
|
|
|
|
|
properties are read by the renderer, so they must be set before it exists, and
|
|
|
|
|
`akgl_game_init()` does **not** install a physics backend, so the application
|
|
|
|
|
must.
|
|
|
|
|
|
|
|
|
|
```c wrap=galagatypes requires=akgl
|
|
|
|
|
static akerr_ErrorContext *startup(void)
|
|
|
|
|
{
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
PASS(errctx, aksl_strncpy((char *)&akgl_game.name, sizeof(akgl_game.name),
|
|
|
|
|
"akbasic galaga tutorial", sizeof(akgl_game.name) - 1));
|
|
|
|
|
PASS(errctx, aksl_strncpy((char *)&akgl_game.version, sizeof(akgl_game.version),
|
|
|
|
|
"1.0.0", sizeof(akgl_game.version) - 1));
|
|
|
|
|
PASS(errctx, aksl_strncpy((char *)&akgl_game.uri, sizeof(akgl_game.uri),
|
|
|
|
|
"net.aklabs.akbasic.galaga", sizeof(akgl_game.uri) - 1));
|
|
|
|
|
|
|
|
|
|
PASS(errctx, akgl_game_init());
|
|
|
|
|
|
|
|
|
|
PASS(errctx, akgl_set_property("game.screenwidth", "1280"));
|
|
|
|
|
PASS(errctx, akgl_set_property("game.screenheight", "960"));
|
|
|
|
|
PASS(errctx, akgl_render_2d_init(akgl_renderer));
|
|
|
|
|
|
|
|
|
|
FAIL_ZERO_RETURN(
|
|
|
|
|
errctx,
|
|
|
|
|
SDL_SetRenderLogicalPresentation(
|
|
|
|
|
akgl_renderer->sdl_renderer,
|
|
|
|
|
1280,
|
|
|
|
|
960,
|
|
|
|
|
SDL_LOGICAL_PRESENTATION_INTEGER_SCALE),
|
|
|
|
|
AKGL_ERR_SDL,
|
|
|
|
|
"%s",
|
|
|
|
|
SDL_GetError()
|
|
|
|
|
);
|
|
|
|
|
akgl_camera->x = 0.0f;
|
|
|
|
|
akgl_camera->y = 0.0f;
|
|
|
|
|
akgl_camera->w = 1280.0f;
|
|
|
|
|
akgl_camera->h = 960.0f;
|
|
|
|
|
|
|
|
|
|
PASS(errctx, akgl_physics_init_null(akgl_physics));
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
Three of those lines deserve their reasons.
|
|
|
|
|
|
|
|
|
|
**The view is 1280x960 because the artwork is ~100 pixels wide.** libakgl draws
|
|
|
|
|
a sprite at the sprite's own size — `akgl_Actor.scale` is overwritten every
|
|
|
|
|
frame, so there is no way to draw one smaller (libakgl docs/12-actors.md) — and
|
|
|
|
|
a ten-column formation of 100-pixel ships needs 1120 pixels plus margins. The
|
|
|
|
|
view is sized to the art rather than the art resized to a view.
|
|
|
|
|
|
|
|
|
|
**`akgl_physics_init_null()` is not optional.** Skip it and the first
|
|
|
|
|
`akgl_game_update()` calls through a NULL `simulate` pointer. Null physics
|
|
|
|
|
accepts every call and moves nothing, which is exactly right here: whatever
|
|
|
|
|
writes `x` and `y` directly is the mover, and in this game that will be BASIC.
|
|
|
|
|
|
|
|
|
|
**Error handling is the house protocol.** Every function returns
|
|
|
|
|
`akerr_ErrorContext *`, `PASS` propagates, `ATTEMPT`/`CATCH`/`CLEANUP` brackets
|
|
|
|
|
anything that must unwind. libakgl's docs/04-errors.md teaches it; this chapter
|
2026-08-04 09:22:43 -04:00
|
|
|
just uses it, with two rules that keep the fragments compiling: **`CATCH` is
|
|
|
|
|
only legal inside an `ATTEMPT` block, and `PASS` everywhere else** — swap them
|
|
|
|
|
and the compiler objects about a stray `break` — and `main()` alone ends its
|
|
|
|
|
block with `FINISH_NORETURN(errctx)` instead of `FINISH`, because `FINISH`
|
|
|
|
|
expands a `return` of the context that an `int`-returning function cannot
|
|
|
|
|
compile:
|
|
|
|
|
|
|
|
|
|
```c wrap=galagatypes requires=akgl
|
|
|
|
|
static int FAILED = 0;
|
|
|
|
|
|
|
|
|
|
int main(int argc, char *argv[])
|
|
|
|
|
{
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
(void)argc; (void)argv;
|
|
|
|
|
ATTEMPT {
|
|
|
|
|
/* CATCH each stage in order: startup, assets, the script boot,
|
|
|
|
|
* the spawns, then the frame loop. */
|
|
|
|
|
} CLEANUP {
|
|
|
|
|
/* ...teardown, every call wrapped in IGNORE()... */
|
|
|
|
|
} PROCESS(errctx) {
|
|
|
|
|
} HANDLE_DEFAULT(errctx) {
|
|
|
|
|
LOG_ERROR_WITH_MESSAGE(errctx, "galaga could not run");
|
|
|
|
|
/* Set a flag rather than returning: leaving a HANDLE block early
|
|
|
|
|
* skips FINISH's release and leaks the context's pool slot. */
|
|
|
|
|
FAILED = 1;
|
|
|
|
|
} FINISH_NORETURN(errctx);
|
|
|
|
|
return FAILED;
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
The status codes this game raises are `AKERR_NULLPOINTER`,
|
2026-08-04 09:01:59 -04:00
|
|
|
`AKERR_VALUE`, `AKERR_KEY`, `AKERR_IO`, `AKERR_OUTOFBOUNDS`, `AKGL_ERR_SDL`
|
|
|
|
|
and `AKGL_ERR_HEAP` — there is no code this tutorial invents.
|
|
|
|
|
|
|
|
|
|
The includes the engine files draw on, so nothing later has to be guessed —
|
|
|
|
|
the SDL satellites use their own prefixes (`SDL3_ttf/SDL_ttf.h`, not
|
|
|
|
|
`SDL3/SDL_ttf.h`):
|
|
|
|
|
|
|
|
|
|
```c wrap=galagatypes requires=akgl
|
|
|
|
|
#include <stdbool.h>
|
|
|
|
|
#include <stdint.h>
|
|
|
|
|
#include <string.h>
|
|
|
|
|
|
|
|
|
|
#include <SDL3/SDL.h>
|
|
|
|
|
#include <SDL3_image/SDL_image.h>
|
|
|
|
|
#include <SDL3_ttf/SDL_ttf.h>
|
|
|
|
|
|
|
|
|
|
#include <akerror.h>
|
|
|
|
|
#include <akstdlib.h>
|
|
|
|
|
|
|
|
|
|
#include <akgl/actor.h>
|
|
|
|
|
#include <akgl/character.h>
|
|
|
|
|
#include <akgl/controller.h>
|
|
|
|
|
#include <akgl/draw.h>
|
|
|
|
|
#include <akgl/error.h>
|
|
|
|
|
#include <akgl/game.h>
|
|
|
|
|
#include <akgl/heap.h>
|
|
|
|
|
#include <akgl/physics.h>
|
|
|
|
|
#include <akgl/registry.h>
|
|
|
|
|
#include <akgl/renderer.h>
|
|
|
|
|
#include <akgl/sprite.h>
|
|
|
|
|
#include <akgl/text.h>
|
|
|
|
|
#include <akgl/ui.h>
|
|
|
|
|
#include <akgl/util.h>
|
|
|
|
|
```
|
Write the GALAGA tutorial chapters and the repeated-host-calls guide
docs/20 builds the engine and the boundary: the startup order, the
starfield, actors and collision, booting a DEF-only script, the issue #8
mode workaround, the custom update hook, first light, screens, and the
headless harness. docs/21 builds the three shared structures and the AI:
the host type tables, the actor binding, the randomness route around
issue #16, the measured case against structure arguments (issue #36),
the three language rules that shape the script, the maneuvers, the
argued formation decision, the script-death policy, and the interop
proof. Every fenced block runs under tests/docs_examples.sh in both
build configurations; five new preludes carry the C fragments.
docs/10 gains the 'Calling a function every frame' section the chapters
lean on: the per-call akbasic_environment_zero() rule, the set_mode(RUN)
workaround, the clear_error() revival, and the case for rebinding over
structure arguments. Index rows and chapter counts updated.
Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:43 -04:00
|
|
|
|
|
|
|
|
The frame loop is the standard bracket, with one addition you will meet in
|
|
|
|
|
Step 6 — for now, events in, world drawn, frame out:
|
|
|
|
|
|
|
|
|
|
```c wrap=galagahost requires=akgl
|
|
|
|
|
while ( SDL_PollEvent(&event) == true ) {
|
|
|
|
|
CATCH(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &event));
|
|
|
|
|
}
|
|
|
|
|
CATCH(errctx, akgl_renderer->frame_start(akgl_renderer));
|
|
|
|
|
CATCH(errctx, akgl_game_update(NULL));
|
|
|
|
|
CATCH(errctx, akgl_renderer->frame_end(akgl_renderer));
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
`akgl_game_update(NULL)` is update-every-actor, step-the-physics,
|
|
|
|
|
draw-the-world. It neither clears nor presents; the `frame_start` and
|
|
|
|
|
`frame_end` calls own that.
|
|
|
|
|
|
|
|
|
|
## Step 2: Scatter a starfield
|
|
|
|
|
|
|
|
|
|
**Goal: a scrolling two-depth starfield, from an array and one draw call.**
|
|
|
|
|
|
|
|
|
|
No parallax facility exists in libakgl and none is needed. A fixed array of
|
|
|
|
|
stars, advanced per frame and drawn with `akgl_draw_point()` between
|
|
|
|
|
`frame_start` and `akgl_game_update()`, is the whole feature. Two speed bands
|
|
|
|
|
give the depth for free — the slow band reads as far away:
|
|
|
|
|
|
|
|
|
|
```c wrap=galagatypes requires=akgl
|
|
|
|
|
#define GALAGA_STARS 96
|
|
|
|
|
|
|
|
|
|
static struct
|
|
|
|
|
{
|
|
|
|
|
float x;
|
|
|
|
|
float y;
|
|
|
|
|
float speed;
|
|
|
|
|
Uint8 bright;
|
|
|
|
|
} STARS[GALAGA_STARS];
|
|
|
|
|
|
|
|
|
|
static akerr_ErrorContext *starfield_draw(float dt)
|
|
|
|
|
{
|
|
|
|
|
SDL_Color color = { 255, 255, 255, 255 };
|
|
|
|
|
int i = 0;
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
for ( i = 0; i < GALAGA_STARS; i++ ) {
|
|
|
|
|
STARS[i].y += STARS[i].speed * dt;
|
|
|
|
|
if ( STARS[i].y > 960.0f ) {
|
|
|
|
|
STARS[i].y -= 960.0f;
|
|
|
|
|
}
|
|
|
|
|
color.r = STARS[i].bright;
|
|
|
|
|
color.g = STARS[i].bright;
|
|
|
|
|
color.b = STARS[i].bright;
|
|
|
|
|
PASS(errctx, akgl_draw_point(akgl_renderer, STARS[i].x, STARS[i].y, color));
|
|
|
|
|
}
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
Seed the array once at startup — even indexes slow and dim (speed 40, bright
|
|
|
|
|
110), odd indexes fast and bright (speed 110, bright 220) — and the effect is
|
|
|
|
|
done. A point is exactly one pixel (libakgl docs/09-drawing.md).
|
|
|
|
|
|
|
|
|
|
## Step 3: Put a ship on screen
|
|
|
|
|
|
|
|
|
|
**Goal: a player actor, drawn from a character file, moving on key input.**
|
|
|
|
|
|
|
|
|
|
The art is Kenney's Space Shooter pack, CC0, used byte for byte — see
|
|
|
|
|
[`examples/galaga/assets/art/PROVENANCE.md`](../examples/galaga/assets/art/PROVENANCE.md)
|
|
|
|
|
for what each file is. An actor gets its looks from a **character**, which maps
|
|
|
|
|
actor state words to **sprites** (libakgl docs/10 and 12). Both are JSON; load
|
|
|
|
|
sprites first, because a character names its sprites and a character loaded
|
|
|
|
|
first fails on the first name it cannot find.
|
|
|
|
|
|
2026-08-04 09:01:59 -04:00
|
|
|
These are the names, so the loading lists and every
|
|
|
|
|
`akgl_actor_set_character()` call in both chapters agree — each `sprite_*.json`
|
|
|
|
|
and `character_*.json` lives in `assets/`:
|
|
|
|
|
|
|
|
|
|
| Character | Sprite(s) it maps | Worn by |
|
|
|
|
|
|---|---|---|
|
|
|
|
|
| `galaga_player` | `galaga_player` | the ship |
|
|
|
|
|
| `galaga_bee` | `galaga_bee` | bees |
|
|
|
|
|
| `galaga_butterfly` | `galaga_butterfly` | butterflies |
|
|
|
|
|
| `galaga_boss` | `galaga_boss`, and `galaga_boss_hurt` on state bit 13 | bosses |
|
|
|
|
|
| `galaga_playershot` | `galaga_playershot` | the ship's shots |
|
|
|
|
|
| `galaga_enemyshot` | `galaga_enemyshot` | enemy shots |
|
|
|
|
|
| `galaga_boom` | `galaga_boom` | explosions |
|
|
|
|
|
|
Write the GALAGA tutorial chapters and the repeated-host-calls guide
docs/20 builds the engine and the boundary: the startup order, the
starfield, actors and collision, booting a DEF-only script, the issue #8
mode workaround, the custom update hook, first light, screens, and the
headless harness. docs/21 builds the three shared structures and the AI:
the host type tables, the actor binding, the randomness route around
issue #16, the measured case against structure arguments (issue #36),
the three language rules that shape the script, the maneuvers, the
argued formation decision, the script-death policy, and the interop
proof. Every fenced block runs under tests/docs_examples.sh in both
build configurations; five new preludes carry the C fragments.
docs/10 gains the 'Calling a function every frame' section the chapters
lean on: the per-call akbasic_environment_zero() rule, the set_mode(RUN)
workaround, the clear_error() revival, and the case for rebinding over
structure arguments. Index rows and chapter counts updated.
Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:43 -04:00
|
|
|
The spawn is four decisions after the two boilerplate calls:
|
|
|
|
|
|
|
|
|
|
```c wrap=galagagame requires=akgl
|
|
|
|
|
static akerr_ErrorContext *galaga_player_spawn(void)
|
|
|
|
|
{
|
|
|
|
|
akgl_Actor *player = NULL;
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
PASS(errctx, akgl_heap_next_actor(&player));
|
|
|
|
|
PASS(errctx, akgl_actor_initialize(player, "player"));
|
|
|
|
|
PASS(errctx, akgl_actor_set_character(player, "galaga_player"));
|
|
|
|
|
/* AFTER initialize: it resets all seven hooks. */
|
|
|
|
|
player->updatefunc = &player_update;
|
|
|
|
|
player->movement_controls_face = false;
|
|
|
|
|
player->state = AKGL_ACTOR_STATE_ALIVE;
|
|
|
|
|
player->visible = true;
|
|
|
|
|
player->x = 590.0f;
|
|
|
|
|
player->y = 860.0f;
|
|
|
|
|
|
|
|
|
|
galaga_game.player = player;
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
Each of the four lines under the comment closes a trap:
|
|
|
|
|
|
|
|
|
|
- **`updatefunc` after `akgl_actor_initialize()`**, never before — initialize
|
|
|
|
|
installs all seven default hooks, and a hook set first is a hook reset.
|
|
|
|
|
- **`movement_controls_face = false`.** The default facing logic edits the
|
|
|
|
|
state word, a character mapping matches the **whole** word, and an actor
|
|
|
|
|
whose state matches no mapping is *silently not drawn*. Nothing here moves by
|
|
|
|
|
state bits, so facing stays out of the word entirely.
|
|
|
|
|
- **`state = AKGL_ACTOR_STATE_ALIVE`** — the word the character mapping names.
|
|
|
|
|
- **`visible = true`.** `akgl_actor_initialize()` does not raise it. In a
|
|
|
|
|
tilemap game the map loader copies visibility from map data; there is no map
|
|
|
|
|
here, so an actor that skips this line exists, moves, fires and collides —
|
|
|
|
|
invisibly. This one line cost this example its first screenshot.
|
|
|
|
|
|
|
|
|
|
Input goes through a control map: push a control per key with handlers that set
|
2026-08-04 09:22:43 -04:00
|
|
|
flags, and let the actor's update hook read the flags. A handler receives the
|
|
|
|
|
map's target actor and the event, and returns through the error protocol like
|
|
|
|
|
everything else — this pair is the whole pattern, repeated per key:
|
|
|
|
|
|
|
|
|
|
```c wrap=galagagame requires=akgl
|
|
|
|
|
static bool MOVELEFT = false;
|
|
|
|
|
|
|
|
|
|
akerr_ErrorContext *left_on(akgl_Actor *obj, SDL_Event *event)
|
|
|
|
|
{
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
(void)obj; (void)event;
|
|
|
|
|
MOVELEFT = true;
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
akerr_ErrorContext *left_off(akgl_Actor *obj, SDL_Event *event)
|
|
|
|
|
{
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
(void)obj; (void)event;
|
|
|
|
|
MOVELEFT = false;
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
(The example keeps the flags in its `galaga_Game` struct rather than statics;
|
|
|
|
|
either works.) The bindings themselves are pushes onto map 0:
|
Write the GALAGA tutorial chapters and the repeated-host-calls guide
docs/20 builds the engine and the boundary: the startup order, the
starfield, actors and collision, booting a DEF-only script, the issue #8
mode workaround, the custom update hook, first light, screens, and the
headless harness. docs/21 builds the three shared structures and the AI:
the host type tables, the actor binding, the randomness route around
issue #16, the measured case against structure arguments (issue #36),
the three language rules that shape the script, the maneuvers, the
argued formation decision, the script-death policy, and the interop
proof. Every fenced block runs under tests/docs_examples.sh in both
build configurations; five new preludes carry the C fragments.
docs/10 gains the 'Calling a function every frame' section the chapters
lean on: the per-call akbasic_environment_zero() rule, the set_mode(RUN)
workaround, the clear_error() revival, and the case for rebinding over
structure arguments. Index rows and chapter counts updated.
Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:43 -04:00
|
|
|
|
|
|
|
|
```c wrap=galagagame requires=akgl
|
|
|
|
|
static akerr_ErrorContext *galaga_player_controls(void)
|
|
|
|
|
{
|
|
|
|
|
akgl_Control control;
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
memset(&control, 0, sizeof(control));
|
|
|
|
|
control.event_on = SDL_EVENT_KEY_DOWN;
|
|
|
|
|
control.event_off = SDL_EVENT_KEY_UP;
|
|
|
|
|
|
|
|
|
|
control.key = SDLK_LEFT;
|
|
|
|
|
control.handler_on = &left_on;
|
|
|
|
|
control.handler_off = &left_off;
|
|
|
|
|
PASS(errctx, akgl_controller_pushmap(0, &control));
|
|
|
|
|
|
|
|
|
|
control.key = SDLK_RIGHT;
|
|
|
|
|
control.handler_on = &right_on;
|
|
|
|
|
control.handler_off = &right_off;
|
|
|
|
|
PASS(errctx, akgl_controller_pushmap(0, &control));
|
|
|
|
|
|
|
|
|
|
control.key = SDLK_SPACE;
|
|
|
|
|
control.handler_on = &fire_on;
|
|
|
|
|
control.handler_off = &fire_off;
|
|
|
|
|
PASS(errctx, akgl_controller_pushmap(0, &control));
|
|
|
|
|
|
|
|
|
|
akgl_controlmaps[0].target = galaga_game.player;
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
Hand **every** polled event to `akgl_controller_handle_event()` — one that no
|
|
|
|
|
control binds is not an error, it is a call that did nothing.
|
|
|
|
|
|
|
|
|
|
## Step 4: Shots and collision
|
|
|
|
|
|
|
|
|
|
**Goal: bullets that fly, hit, and give their actor slot back.**
|
|
|
|
|
|
|
|
|
|
Bullets and collision are C forever — they are engine, not behavior. A shot is
|
|
|
|
|
an actor from the same 64-slot heap pool, with its own tiny update hook: move,
|
|
|
|
|
test, release.
|
|
|
|
|
|
|
|
|
|
```c wrap=galagagame requires=akgl
|
|
|
|
|
static akerr_ErrorContext *player_shot_update(akgl_Actor *obj)
|
|
|
|
|
{
|
|
|
|
|
SDL_FRect mine;
|
|
|
|
|
SDL_FRect theirs;
|
|
|
|
|
bool hit = false;
|
|
|
|
|
int i = 0;
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
|
|
|
|
|
obj->y -= 900.0f * galaga_game.dt;
|
|
|
|
|
if ( obj->y < -60.0f ) {
|
|
|
|
|
galaga_game.player_shots_live -= 1;
|
|
|
|
|
PASS(errctx, akgl_heap_release_actor(obj));
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
shot_box(obj, &mine);
|
|
|
|
|
for ( i = 0; i < GALAGA_MAX_ENEMIES; i++ ) {
|
|
|
|
|
if ( galaga_enemy_actors[i] == NULL ) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
enemy_box(galaga_enemy_actors[i], &theirs);
|
|
|
|
|
PASS(errctx, akgl_collide_rectangles(&mine, &theirs, &hit));
|
|
|
|
|
if ( !hit ) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
galaga_enemies[i].hp -= 1;
|
|
|
|
|
if ( galaga_enemies[i].hp <= 0 ) {
|
|
|
|
|
PASS(errctx, kill_enemy(i));
|
|
|
|
|
}
|
|
|
|
|
galaga_game.player_shots_live -= 1;
|
|
|
|
|
PASS(errctx, akgl_heap_release_actor(obj));
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
Four conventions worth keeping:
|
|
|
|
|
|
|
|
|
|
- **`akgl_collide_rectangles()` is the whole collision system.** At most 2
|
|
|
|
|
shots x 40 enemies of axis-aligned tests per frame is noise; the full
|
|
|
|
|
`akgl_CollisionWorld` machinery earns its keep on tilemaps, not here. The
|
|
|
|
|
`shot_box`/`enemy_box` helpers inset each box from the artwork's rectangle,
|
|
|
|
|
because the PNGs carry transparent margin that should not kill anybody.
|
|
|
|
|
- **Releasing is despawning.** `akgl_heap_release_actor()` unregisters the
|
|
|
|
|
actor and stops it drawing; releasing mid-sweep is safe because
|
|
|
|
|
`akgl_game_update()` re-reads each slot's refcount as it goes.
|
|
|
|
|
- **Names carry a serial** — `pshot17`, not `pshot1` reused — because the actor
|
|
|
|
|
registry is keyed by name, and two live actors with one name is a fight.
|
|
|
|
|
- **Spawn caps are C-side refusals.** Two player shots, eight enemy shots; the
|
|
|
|
|
spawn functions simply decline past the cap.
|
|
|
|
|
|
|
|
|
|
Give the enemy shots the same shape falling downward, and the ship a sweep over
|
|
|
|
|
both — `examples/galaga/player.c` has all three loops.
|
|
|
|
|
|
2026-08-04 09:01:59 -04:00
|
|
|
Explosions are the fourth actor kind, and they carry the one place this game
|
|
|
|
|
*absorbs* an error instead of propagating it. `HANDLE` names the status it
|
|
|
|
|
forgives; everything else still travels:
|
|
|
|
|
|
|
|
|
|
```c wrap=galagagame requires=akgl
|
|
|
|
|
static float BOOM_TTL[AKGL_MAX_HEAP_ACTOR];
|
|
|
|
|
static uint32_t BOOM_SERIAL = 0;
|
|
|
|
|
|
|
|
|
|
static akerr_ErrorContext *boom_update(akgl_Actor *obj)
|
|
|
|
|
{
|
|
|
|
|
ptrdiff_t slot = 0;
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
|
|
|
|
|
slot = obj - akgl_heap_actors;
|
|
|
|
|
BOOM_TTL[slot] -= galaga_game.dt;
|
|
|
|
|
if ( BOOM_TTL[slot] <= 0.0f ) {
|
|
|
|
|
PASS(errctx, akgl_heap_release_actor(obj));
|
|
|
|
|
}
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
akerr_ErrorContext *galaga_boom_spawn(float x, float y)
|
|
|
|
|
{
|
|
|
|
|
akgl_Actor *boom = NULL;
|
|
|
|
|
char name[32];
|
|
|
|
|
int count = 0;
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
ATTEMPT {
|
|
|
|
|
CATCH(errctx, akgl_heap_next_actor(&boom));
|
|
|
|
|
BOOM_SERIAL += 1;
|
|
|
|
|
CATCH(errctx, aksl_snprintf(&count, name, sizeof(name), "boom%u", BOOM_SERIAL));
|
|
|
|
|
CATCH(errctx, akgl_actor_initialize(boom, name));
|
|
|
|
|
CATCH(errctx, akgl_actor_set_character(boom, "galaga_boom"));
|
|
|
|
|
boom->updatefunc = &boom_update;
|
|
|
|
|
boom->movement_controls_face = false;
|
|
|
|
|
boom->state = AKGL_ACTOR_STATE_ALIVE;
|
|
|
|
|
boom->visible = true;
|
|
|
|
|
boom->x = x;
|
|
|
|
|
boom->y = y;
|
|
|
|
|
BOOM_TTL[boom - akgl_heap_actors] = 0.25f;
|
|
|
|
|
} CLEANUP {
|
|
|
|
|
} PROCESS(errctx) {
|
|
|
|
|
} HANDLE(errctx, AKGL_ERR_HEAP) {
|
|
|
|
|
/* Explosions are decoration. When the heap is momentarily full the
|
|
|
|
|
* right outcome is no explosion, not a dead frame. */
|
|
|
|
|
} FINISH(errctx, true);
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
Write the GALAGA tutorial chapters and the repeated-host-calls guide
docs/20 builds the engine and the boundary: the startup order, the
starfield, actors and collision, booting a DEF-only script, the issue #8
mode workaround, the custom update hook, first light, screens, and the
headless harness. docs/21 builds the three shared structures and the AI:
the host type tables, the actor binding, the randomness route around
issue #16, the measured case against structure arguments (issue #36),
the three language rules that shape the script, the maneuvers, the
argued formation decision, the script-death policy, and the interop
proof. Every fenced block runs under tests/docs_examples.sh in both
build configurations; five new preludes carry the C fragments.
docs/10 gains the 'Calling a function every frame' section the chapters
lean on: the per-call akbasic_environment_zero() rule, the set_mode(RUN)
workaround, the clear_error() revival, and the case for rebinding over
structure arguments. Index rows and chapter counts updated.
Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:43 -04:00
|
|
|
## Step 5: Boot the interpreter
|
|
|
|
|
|
|
|
|
|
**Goal: the engine calls a BASIC function and prints its answer.**
|
|
|
|
|
|
|
|
|
|
Everything so far was libakgl. Now link the interpreter into the same
|
2026-08-04 09:01:59 -04:00
|
|
|
executable. The whole CMake recipe, inside an akbasic checkout with
|
|
|
|
|
`AKBASIC_WITH_AKGL=ON`:
|
Write the GALAGA tutorial chapters and the repeated-host-calls guide
docs/20 builds the engine and the boundary: the startup order, the
starfield, actors and collision, booting a DEF-only script, the issue #8
mode workaround, the custom update hook, first light, screens, and the
headless harness. docs/21 builds the three shared structures and the AI:
the host type tables, the actor binding, the randomness route around
issue #16, the measured case against structure arguments (issue #36),
the three language rules that shape the script, the maneuvers, the
argued formation decision, the script-death policy, and the interop
proof. Every fenced block runs under tests/docs_examples.sh in both
build configurations; five new preludes carry the C fragments.
docs/10 gains the 'Calling a function every frame' section the chapters
lean on: the per-call akbasic_environment_zero() rule, the set_mode(RUN)
workaround, the clear_error() revival, and the case for rebinding over
structure arguments. Index rows and chapter counts updated.
Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:43 -04:00
|
|
|
|
|
|
|
|
```cmake
|
2026-08-04 09:01:59 -04:00
|
|
|
add_executable(mygalaga
|
|
|
|
|
main.c
|
|
|
|
|
script.c
|
|
|
|
|
enemies.c
|
|
|
|
|
player.c)
|
|
|
|
|
target_compile_options(mygalaga PRIVATE -Wall -Wextra)
|
|
|
|
|
target_compile_definitions(mygalaga PRIVATE
|
|
|
|
|
GALAGA_ASSET_DIR="${CMAKE_CURRENT_SOURCE_DIR}/assets"
|
|
|
|
|
GALAGA_SCRIPT_PATH="${CMAKE_CURRENT_SOURCE_DIR}/galaga.bas"
|
|
|
|
|
GALAGA_FONT_PATH="${CMAKE_CURRENT_SOURCE_DIR}/assets/fonts/C64_Pro_Mono-STYLE.ttf")
|
|
|
|
|
target_link_libraries(mygalaga PRIVATE akbasic akgl
|
Write the GALAGA tutorial chapters and the repeated-host-calls guide
docs/20 builds the engine and the boundary: the startup order, the
starfield, actors and collision, booting a DEF-only script, the issue #8
mode workaround, the custom update hook, first light, screens, and the
headless harness. docs/21 builds the three shared structures and the AI:
the host type tables, the actor binding, the randomness route around
issue #16, the measured case against structure arguments (issue #36),
the three language rules that shape the script, the maneuvers, the
argued formation decision, the script-death policy, and the interop
proof. Every fenced block runs under tests/docs_examples.sh in both
build configurations; five new preludes carry the C fragments.
docs/10 gains the 'Calling a function every frame' section the chapters
lean on: the per-call akbasic_environment_zero() rule, the set_mode(RUN)
workaround, the clear_error() revival, and the case for rebinding over
structure arguments. Index rows and chapter counts updated.
Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:43 -04:00
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SDL3::SDL3 SDL3_ttf::SDL3_ttf SDL3_image::SDL3_image)
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```
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2026-08-04 09:01:59 -04:00
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The three baked-in paths are what let the program launch from any working
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directory; `--assets` and `--script` flags can override them at runtime.
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