Collide sprites with rectangles that are not sprites
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`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
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@@ -121,6 +121,26 @@ static void sprite_program(char *dest, size_t size, int n, bool stacked)
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}
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}
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/**
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* @brief Move sprite 1 a pixel, then scan. One full scan, no cache hit.
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*
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* The scan short-circuits when no sprite has moved since the last one, which is
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* what 255 of every 256 calls a frame do -- so a loop that only calls the scan
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* measures the short circuit and nothing else. Nudging a sprite first is what
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* makes a row mean "a scan that actually ran".
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*/
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static float32_t bench_nudge = 0.0f;
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static akerr_ErrorContext AKERR_NOIGNORE *move_and_scan(uint16_t *mask)
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{
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PREPARE_ERROR(errctx);
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bench_nudge = (bench_nudge > 0.5f ? 0.0f : 1.0f);
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PASS(errctx, SPRITES.move(&SPRITES, 1, 20.0 + (double)bench_nudge, 20.0));
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PASS(errctx, SPRITES.collisions(&SPRITES, mask));
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief The arrangement examples/breakout/sprites/breakout.bas actually has.
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*
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@@ -162,7 +182,17 @@ static akerr_ErrorContext AKERR_NOIGNORE *bench_breakout_shaped(void)
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"200 MOVSPR 7, 600, 400\n"
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"210 MOVSPR 8, 200, 150\n"));
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bench_start("spr_collisions, breakout's own layout", "call", 0.0);
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bench_start("full scan, breakout's own layout", "call", 0.0);
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BENCH_LOOP(inner, i, iterations, move_and_scan(&mask));
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bench_stop((uint64_t)iterations);
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PASS(errctx, inner);
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/*
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* And the other path, on the same population: what the other 255 calls a
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* frame cost once the first has done the work. This row is the reason the
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* per-step cadence is affordable at all.
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*/
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bench_start("cached scan, nothing moved", "call", 0.0);
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BENCH_LOOP(inner, i, iterations, SPRITES.collisions(&SPRITES, &mask));
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bench_stop((uint64_t)iterations);
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PASS(errctx, inner);
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@@ -184,10 +214,10 @@ static akerr_ErrorContext AKERR_NOIGNORE *bench_scan(int n, bool stacked)
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sprite_program(source, sizeof(source), n, stacked);
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PASS(errctx, load(source));
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snprintf(name, sizeof(name), "spr_collisions, %d sprites, %s", n,
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snprintf(name, sizeof(name), "full scan, %d sprites, %s", n,
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(stacked ? "all overlapping" : "spread out"));
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bench_start(name, "call", 0.0);
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BENCH_LOOP(inner, i, iterations, SPRITES.collisions(&SPRITES, &mask));
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BENCH_LOOP(inner, i, iterations, move_and_scan(&mask));
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bench_stop((uint64_t)iterations);
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PASS(errctx, inner);
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SUCCEED_RETURN(errctx);
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