Say what was hit, which way is out, and how far
The narrowphase has been producing a contact since it went in, and the interpreter was throwing it away. `RCOLLISION(n, f)` reports it: what was hit (a sprite or a `SOLID` rectangle), which one, the contact normal, the penetration depth, the contact point, and which axis to reverse. **The normal points out of the other thing and toward this one**, so a program moves along it by the depth and is exactly clear. That sign is the one assertion in the new test that could not be caught any other way -- both parties of a sprite-against-sprite hit get their own record, each pointing the way *that* sprite has to move, and sharing one would tell both to go the same direction, which is how two things end up stuck inside each other. **Field 7 is the one that deletes the most BASIC.** It is the minimum translation axis, computed from the normal in C, and it is there because doing it in BASIC means comparing two floats -- which is exactly where this dialect's left-operand rule catches people. `BALLBRICKS`/`TESTCELL` in the artwork breakout spend six lines computing an overlap rectangle and comparing its width to its height to get this number. The record is **sticky and deepest-wins**: replaced whenever that sprite is in a contact and otherwise left alone, so `BUMP` stays the event and this stays the detail of it. Making it clear itself when nothing touches would break the pairing, because `BUMP` accumulates across steps and a once-a-frame poll would find the detail already gone. Reading `BUMP` clears both, so they cannot disagree. Deliberately narrower than `akgl_Contact`: no actor pointers, because BASIC has no actor; no tile fields, because there is no tilemap; no z, because every test is planar; and **no `dt` and no `sensor`**, which libakgl documents as filled in by the resolver. This interpreter never resolves anything, so those two come back zero and mean nothing, and an always-zero field in a reference table is a lie. Documented with the two caveats that matter: fields 2, 3 and 4 are floats and want a `%` variable, and the contact *point* is exact only for two boxes -- libakgl's solver returns a point on the portal it converged to, while the normal and depth are exact for every pair. Chapter 8's collision section stops claiming only type 1 exists, which has been false since the previous commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
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@@ -129,6 +129,7 @@ static const akbasic_Verb VERBS[] = {
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{ "PUDEF", AKBASIC_TOK_COMMAND, -1, NULL, akbasic_cmd_pudef },
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{ "QUIT", AKBASIC_TOK_COMMAND_IMMEDIATE, -1, NULL, akbasic_cmd_quit },
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{ "RAD", AKBASIC_TOK_FUNCTION, 1, NULL, akbasic_fn_rad },
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{ "RCOLLISION", AKBASIC_TOK_FUNCTION, 2, NULL, akbasic_fn_rcollision },
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{ "READ", AKBASIC_TOK_COMMAND, -1, akbasic_parse_read, akbasic_cmd_read },
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{ "RECORD", AKBASIC_TOK_COMMAND, -1, akbasic_parse_arglist, akbasic_cmd_record },
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{ "REM", AKBASIC_TOK_REM, -1, NULL, NULL },
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