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
This commit is contained in:
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docs/20-tutorial-galaga.md
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docs/20-tutorial-galaga.md
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# 20. Tutorial: GALAGA — a C engine with a BASIC brain
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This chapter and [Chapter 21](21-tutorial-galaga-enemies.md) build a GALAGA-style
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fixed shooter from an empty file. The engine — window, starfield, bullets,
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collision, score, screens — is C on libakgl. The enemies think in BASIC: one
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script of `DEF` functions is called once per enemy per frame, and it reads and
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writes the engine's own structures with no marshalling in either direction.
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This chapter builds the engine and proves the boundary works; the next one
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fills in the data structures and the AI.
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The split is the point. Everything mechanical stays compiled, and everything an
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enemy *decides* is a text file you can edit and re-run without rebuilding. It is
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an academic exercise in *how* such an embed is done, not a claim that it is the
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best way to write a GALAGA.
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This is what the two chapters build:
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The finished program is [`examples/galaga/`](../examples/galaga/): four C files,
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one `galaga.bas`, and the assets. You do not need it to follow along, but it is
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the same program assembled.
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```sh norun
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$ cmake -S . -B build-akgl -DAKBASIC_WITH_AKGL=ON
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$ cmake --build build-akgl --target akbasic_example_galaga
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$ ./build-akgl/akbasic_example_galaga
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```
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| Key | Does |
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|---|---|
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| left / right | move the ship |
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| space | fire — two shots on screen at a time, the classic rule |
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| return | choose a menu entry |
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## What you will do
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- **[Step 1](#step-1-open-a-window)** — open a window, in the one startup order
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that works
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- **[Step 2](#step-2-scatter-a-starfield)** — scatter a starfield and scroll it,
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with no parallax machinery at all
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- **[Step 3](#step-3-put-a-ship-on-screen)** — put a ship on screen from a
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sprite and a character file, and drive it from the keyboard
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- **[Step 4](#step-4-shots-and-collision)** — spawn shots from the actor heap
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and collide them by hand
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- **[Step 5](#step-5-boot-the-interpreter)** — link the interpreter in, load a
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script of definitions, and call one from C
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- **[Step 6](#step-6-the-update-hook)** — replace an actor's update hook so its
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every frame is a BASIC call
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- **[Step 7](#step-7-first-light)** — watch one enemy move under BASIC control,
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and read the same numbers from both sides
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- **[Step 8](#step-8-screens)** — add the title, game over and victory screens
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- **[Step 9](#step-9-run-it-headless)** — run the whole game headless, so CI can
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play it every night
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Each step compiles and runs. The C fragments quote the finished example; the
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file layout there — `main.c` for the harness, `script.c` for the boundary,
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`enemies.c` and `player.c` for the actors — is a good one to copy.
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---
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## Step 1: Open a window
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**Goal: a black window with a title, from the canonical startup order.**
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libakgl has one startup sequence that works, documented at the top of its
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`include/akgl/game.h` and walked through in its own tutorial (libakgl
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docs/20-tutorial-sidescroller.md). The order matters twice: the screen
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properties are read by the renderer, so they must be set before it exists, and
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`akgl_game_init()` does **not** install a physics backend, so the application
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must.
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||||
```c wrap=galagatypes requires=akgl
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static akerr_ErrorContext *startup(void)
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{
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PREPARE_ERROR(errctx);
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PASS(errctx, aksl_strncpy((char *)&akgl_game.name, sizeof(akgl_game.name),
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"akbasic galaga tutorial", sizeof(akgl_game.name) - 1));
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PASS(errctx, aksl_strncpy((char *)&akgl_game.version, sizeof(akgl_game.version),
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"1.0.0", sizeof(akgl_game.version) - 1));
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PASS(errctx, aksl_strncpy((char *)&akgl_game.uri, sizeof(akgl_game.uri),
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||||
"net.aklabs.akbasic.galaga", sizeof(akgl_game.uri) - 1));
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PASS(errctx, akgl_game_init());
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PASS(errctx, akgl_set_property("game.screenwidth", "1280"));
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PASS(errctx, akgl_set_property("game.screenheight", "960"));
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PASS(errctx, akgl_render_2d_init(akgl_renderer));
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FAIL_ZERO_RETURN(
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||||
errctx,
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SDL_SetRenderLogicalPresentation(
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akgl_renderer->sdl_renderer,
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1280,
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960,
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SDL_LOGICAL_PRESENTATION_INTEGER_SCALE),
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||||
AKGL_ERR_SDL,
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||||
"%s",
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SDL_GetError()
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||||
);
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akgl_camera->x = 0.0f;
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akgl_camera->y = 0.0f;
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akgl_camera->w = 1280.0f;
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akgl_camera->h = 960.0f;
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PASS(errctx, akgl_physics_init_null(akgl_physics));
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SUCCEED_RETURN(errctx);
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}
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```
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|
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Three of those lines deserve their reasons.
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||||
|
||||
**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
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||||
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.
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||||
|
||||
**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
|
||||
just uses it.
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||||
|
||||
The frame loop is the standard bracket, with one addition you will meet in
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Step 6 — for now, events in, world drawn, frame out:
|
||||
|
||||
```c wrap=galagahost requires=akgl
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||||
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.
|
||||
|
||||
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
|
||||
flags, and let the actor's update hook read the flags. The full recipe is in
|
||||
`examples/galaga/player.c` and libakgl docs/16-input.md; the shape is:
|
||||
|
||||
```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.
|
||||
|
||||
## 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
|
||||
executable. In CMake:
|
||||
|
||||
```cmake
|
||||
target_link_libraries(akbasic_example_galaga PRIVATE akbasic akgl
|
||||
SDL3::SDL3 SDL3_ttf::SDL3_ttf SDL3_image::SDL3_image)
|
||||
```
|
||||
|
||||
Link `akbasic` — the interpreter only. Not `akbasic_akgl` (the device backends
|
||||
that let a script draw), and not `akbasic_frontend` (the standalone program's
|
||||
host). This game lends the script **no devices at all**: the scripts compute,
|
||||
the engine draws, and a script that tries `SPRITE` is refused by name. That
|
||||
refusal is enforced by the interpreter, not by convention —
|
||||
[Chapter 10](10-embedding.md) explains the device-lending model this game
|
||||
declines to use.
|
||||
|
||||
The boot is the embedding host from Chapter 10, adapted to a script that only
|
||||
defines. Keep every line that touches the interpreter in one file — the
|
||||
example's `script.c` — so the boundary stays a place rather than a habit:
|
||||
|
||||
```c wrap=galagacalls requires=akgl
|
||||
CATCH(errctx, akbasic_error_register());
|
||||
CATCH(errctx, akbasic_sink_init_stdio(&SINK, &SINKSTATE, stdout, NULL));
|
||||
CATCH(errctx, akbasic_runtime_init(&SCRIPT, &SINK));
|
||||
|
||||
CATCH(errctx, akbasic_runtime_load(&SCRIPT, SOURCE));
|
||||
CATCH(errctx, akbasic_runtime_start(&SCRIPT, AKBASIC_MODE_RUN));
|
||||
CATCH(errctx, akbasic_runtime_run(&SCRIPT, 4 * AKBASIC_MAX_SOURCE_LINES));
|
||||
CATCH(errctx, akbasic_runtime_set_mode(&SCRIPT, AKBASIC_MODE_RUN));
|
||||
```
|
||||
|
||||
Two of those lines are the ones a first embedding gets wrong.
|
||||
|
||||
**A "no top level code" script still has to run once.** The script is nothing
|
||||
but `DEF` blocks and a final `END`, and executing the `DEF` statements is what
|
||||
files the functions. The run is bounded — a script that is all definitions has
|
||||
no business taking more than a few steps per line, and an accidental loop at
|
||||
boot should be a diagnosis, not a hang.
|
||||
|
||||
**The `set_mode` after the run is load-bearing.** The program has now ended and
|
||||
the runtime sits in QUIT mode, where a multi-line `DEF` called from the host
|
||||
returns a silent zero. Forcing the mode back to RUN makes the bodies run, and it
|
||||
stays put because nothing here ever steps the runtime again. Issue #8 tracks
|
||||
making this workaround unnecessary.
|
||||
|
||||
`PRINT` inside the script goes through the stdio sink and lands on stdout —
|
||||
that is the script's debug channel for the rest of both chapters.
|
||||
|
||||
Prove the wiring with one function. Put this in the script:
|
||||
|
||||
```basic
|
||||
DEF ADDEM(A#, B#) = A# + B#
|
||||
END
|
||||
```
|
||||
|
||||
And call it from C, with values you already have:
|
||||
|
||||
```c wrap=galagacalls requires=akgl
|
||||
memset(&args[0], 0, sizeof(args[0]));
|
||||
memset(&args[1], 0, sizeof(args[1]));
|
||||
args[0].valuetype = AKBASIC_TYPE_INTEGER;
|
||||
args[0].intval = 17;
|
||||
args[1].valuetype = AKBASIC_TYPE_INTEGER;
|
||||
args[1].intval = 25;
|
||||
argp[0] = &args[0];
|
||||
argp[1] = &args[1];
|
||||
CATCH(errctx, akbasic_runtime_call_function(&SCRIPT, "ADDEM", argp, 2, &result));
|
||||
printf("ADDEM(17, 25) = %lld\n", (long long)result->intval);
|
||||
```
|
||||
|
||||
```text
|
||||
ADDEM(17, 25) = 42
|
||||
```
|
||||
|
||||
`akbasic_runtime_call_function()` is the host's entry point: a name and
|
||||
already-evaluated values in, the function's result out. The engine refuses to
|
||||
start when the script will not boot — a game whose enemies cannot think is not
|
||||
a game missing a feature, it is a game that does not run.
|
||||
|
||||
## Step 6: The update hook
|
||||
|
||||
**Goal: one actor whose every frame is a BASIC call.**
|
||||
|
||||
`akgl_game_update()` calls each live actor's `updatefunc` exactly once per
|
||||
frame. Replacing that pointer is the whole integration: the actor's frame *is*
|
||||
a script call.
|
||||
|
||||
```c wrap=galagagame requires=akgl
|
||||
static akerr_ErrorContext *enemy_update(akgl_Actor *obj)
|
||||
{
|
||||
galaga_Enemy *enemy = NULL;
|
||||
PREPARE_ERROR(errctx);
|
||||
|
||||
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
|
||||
enemy = (galaga_Enemy *)obj->actorData;
|
||||
FAIL_ZERO_RETURN(errctx, enemy, AKERR_NULLPOINTER, "an enemy actor with no galaga_Enemy attached");
|
||||
|
||||
enemy->rnd = galaga_random();
|
||||
PASS(errctx, galaga_script_update_enemy(enemy, obj, galaga_game.dt));
|
||||
if ( enemy->fire != 0 ) {
|
||||
PASS(errctx, enemy_fire(enemy, obj));
|
||||
}
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
```
|
||||
|
||||
The hook's body is a protocol, and `galaga_script_update_enemy()` is its
|
||||
middle: **rebind, call, recover, reset.**
|
||||
|
||||
```c wrap=galagacalls requires=akgl
|
||||
CATCH(errctx, akbasic_host_rebind(&SCRIPT, "SELF@", enemy));
|
||||
CATCH(errctx, akbasic_host_rebind(&SCRIPT, "ACTOR@", actor));
|
||||
|
||||
memset(&dtval, 0, sizeof(dtval));
|
||||
dtval.valuetype = AKBASIC_TYPE_FLOAT;
|
||||
dtval.floatval = (double)dt;
|
||||
argp[0] = &dtval;
|
||||
CATCH(errctx, akbasic_runtime_call_function(&SCRIPT, "UPDATEBEE", argp, 1, &result));
|
||||
|
||||
CATCH(errctx, akbasic_environment_zero(SCRIPT.environment));
|
||||
```
|
||||
|
||||
`SELF@` and `ACTOR@` are **host bindings** — the enemy's record and the
|
||||
engine's live actor, shared with the script as structures it can read and
|
||||
write directly. [Chapter 21](21-tutorial-galaga-enemies.md) builds them; for
|
||||
this chapter, know that `akbasic_host_rebind()` points an existing binding at
|
||||
a different instance, which is how forty enemies share one script: one name,
|
||||
rebound per enemy, rather than forty names.
|
||||
|
||||
**The `akbasic_environment_zero()` after every call is load-bearing.** Each
|
||||
call parks its result in the caller environment's per-line value scratch, and a
|
||||
host calling in a loop never crosses the line boundary that would reset it.
|
||||
Without this line the scratch drains in under two frames of a 40-enemy wave and
|
||||
every later call fails with `Maximum values per line reached`. Chapter 10's
|
||||
["Calling a function every frame"](10-embedding.md#calling-a-function-every-frame)
|
||||
section is the rule's home.
|
||||
|
||||
## Step 7: First light
|
||||
|
||||
**Goal: a C actor moving under BASIC control, and proof it is one memory.**
|
||||
|
||||
Before any real AI, the smallest demonstration. One enemy, one function, a sine
|
||||
drift written entirely in BASIC through the actor binding:
|
||||
|
||||
```basic
|
||||
DEF UPDATEBEE(DT%)
|
||||
SELF@.T% = SELF@.T% + DT%
|
||||
ACTOR@.X% = 590.0 + SIN(SELF@.T%) * 200
|
||||
ACTOR@.Y% = 300.0
|
||||
PRINT "BASIC SEES X = " + ACTOR@.X%
|
||||
RETURN 0
|
||||
END
|
||||
```
|
||||
|
||||
Spawn one enemy with the hook from Step 6, and have the engine print the same
|
||||
actor's position each frame from C:
|
||||
|
||||
```c wrap=galagahost requires=akgl
|
||||
SDL_Log("C SEES X = %f", galaga_enemy_actors[0]->x);
|
||||
```
|
||||
|
||||
```text
|
||||
BASIC SEES X = 593.191094
|
||||
INFO: C SEES X = 593.191094
|
||||
BASIC SEES X = 596.378593
|
||||
INFO: C SEES X = 596.378593
|
||||
```
|
||||
|
||||
Same numbers, one memory. The script wrote `ACTOR@.X%`; the renderer read
|
||||
`akgl_Actor.x`; nothing copied anything anywhere. The ship swings in a slow
|
||||
arc, and the whole architecture is visible in that one motion: C owns the
|
||||
frame, BASIC owns the decision, and the actor is the same bytes to both.
|
||||
|
||||
## Step 8: Screens
|
||||
|
||||
**Goal: title, playing, game over, victory — a state machine around the loop.**
|
||||
|
||||
The screens are libakgl's UI layer, in the three-state pattern of its uidemo
|
||||
example (libakgl docs/22-ui.md). A `galaga_Screen` enum, one `declare_*()`
|
||||
function per screen, and the UI bracket between `akgl_game_update()` and
|
||||
`frame_end` — exactly where the frame contract puts it:
|
||||
|
||||
```c wrap=galagahost requires=akgl
|
||||
CATCH(errctx, akgl_ui_frame_begin());
|
||||
switch ( galaga_game.screen ) {
|
||||
case GALAGA_SCREEN_TITLE:
|
||||
CATCH(errctx, declare_title());
|
||||
break;
|
||||
case GALAGA_SCREEN_PLAY:
|
||||
CATCH(errctx, declare_play());
|
||||
break;
|
||||
case GALAGA_SCREEN_GAMEOVER:
|
||||
case GALAGA_SCREEN_VICTORY:
|
||||
CATCH(errctx, declare_end());
|
||||
break;
|
||||
}
|
||||
CATCH(errctx, akgl_ui_frame_end(akgl_renderer));
|
||||
```
|
||||
|
||||
The playing screen is two `akgl_ui_label()` calls — score top-left, lives and
|
||||
wave top-right — formatted into `static` buffers, because the UI borrows label
|
||||
text until `frame_end` and a local buffer would be dangling by the time it
|
||||
draws. The title and end screens are an `akgl_ui_menu()` at the center.
|
||||
|
||||
The big **GALAGA** headline is direct text rather than a label:
|
||||
|
||||
```c wrap=galagagame requires=akgl
|
||||
static akerr_ErrorContext *draw_banner(char *text)
|
||||
{
|
||||
SDL_Color ink = { 235, 235, 235, 255 };
|
||||
TTF_Font *font = NULL;
|
||||
int w = 0;
|
||||
int h = 0;
|
||||
PREPARE_ERROR(errctx);
|
||||
|
||||
FAIL_ZERO_RETURN(errctx, text, AKERR_NULLPOINTER, "text");
|
||||
font = SDL_GetPointerProperty(AKGL_REGISTRY_FONT, "banner", NULL);
|
||||
FAIL_ZERO_RETURN(errctx, font, AKERR_KEY, "the banner font is not loaded");
|
||||
PASS(errctx, akgl_text_measure(font, text, &w, &h));
|
||||
PASS(errctx, akgl_text_rendertextat(font, text, ink, 0, (1280 - w) / 2, 280));
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
```
|
||||
|
||||
The menu owns `AKGL_UI_ANCHOR_CENTER`, a label anchored there disappears
|
||||
behind it, and there is no top-center anchor — so the headline measures itself
|
||||
and draws at a coordinate, before the UI bracket so the menu still paints over
|
||||
it if the two ever meet.
|
||||
|
||||

|
||||
|
||||
Screen transitions are three rules read after the world updates: lives spent is
|
||||
GAME OVER, an empty wave is VICTORY, and a menu activation either restarts or
|
||||
quits. The menu never clears its own `activated` flag — the state machine that
|
||||
acts on it does.
|
||||
|
||||
## Step 9: Run it headless
|
||||
|
||||
**Goal: the same game, playable by a script, in CI every night.**
|
||||
|
||||
The example takes five flags, in the pattern of libakgl's sidescroller:
|
||||
|
||||
```sh norun
|
||||
$ SDL_VIDEODRIVER=dummy SDL_AUDIODRIVER=dummy SDL_RENDER_DRIVER=software \
|
||||
./build-akgl/akbasic_example_galaga --frames 600 --autoplay
|
||||
```
|
||||
|
||||
`--frames N` bounds the run; `--autoplay` is a scripted pilot that starts the
|
||||
game, sweeps the floor and holds fire until the wave assembles; `--screenshot
|
||||
PATH --screenshot-frame N` write a PNG from the render target — the figures in
|
||||
this chapter are that flag's output, not pictures somebody took once. Synthetic
|
||||
input goes through `akgl_controller_handle_event()` with constructed
|
||||
`SDL_Event`s, never by calling the handlers directly — the point of autoplay is
|
||||
to exercise the same path a keyboard does.
|
||||
|
||||
The last line of every run is the evidence:
|
||||
|
||||
```text
|
||||
galaga: 600 frames, screen 1, score 1910, alive 9, kills bee 19 bfly 12 boss 0, shots bee 0 bfly 3 boss 0, script errors 0
|
||||
```
|
||||
|
||||
Exiting 0 is not proof the wave flew. The readout is: kills and shots counted
|
||||
per kind say the enemies entered, thought and fired, and **`script errors 0`**
|
||||
says every one of the ~24,000 BASIC calls in those ten seconds came back clean.
|
||||
A wave of dumb enemies still exits 0, and that count is how you notice. The
|
||||
CTest entry `example_galaga` runs exactly this under the dummy SDL drivers,
|
||||
which is what keeps both chapters honest.
|
||||
|
||||
---
|
||||
|
||||
That is the engine: a window, a starfield, a ship, bullets, screens, and an
|
||||
interpreter that answers when called. Everything on screen so far is C. What
|
||||
turns it into a GALAGA is [Chapter 21](21-tutorial-galaga-enemies.md) — the
|
||||
three shared structures, the script that thinks through them, and a full wave
|
||||
entering, breathing, diving and firing without another line of engine code.
|
||||
Reference in New Issue
Block a user