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/21-tutorial-galaga-enemies.md
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# 21. Tutorial: GALAGA — the structures and the AI
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[Chapter 20](20-tutorial-galaga.md) built a C engine that boots the interpreter
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and hands one actor to BASIC. This chapter builds everything that crosses the
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boundary — the three shared structures — and then the script that thinks
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through them: a full wave that enters, forms up, breathes, dives, fires and
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dies, without another line of engine code.
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The finished script is
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[`examples/galaga/galaga.bas`](../examples/galaga/galaga.bas) — six `DEF`
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functions and an `END`, nothing else. Editing it and re-running the game is the
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whole development loop; the engine never rebuilds.
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## What you will do
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- **[Step 1](#step-1-declare-the-enemy-once-in-c)** — declare the enemy record
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once, in C, and register it as a BASIC type
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- **[Step 2](#step-2-bind-the-engines-own-actor)** — bind the engine's own
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actor as the second type, which is the point of the whole exercise
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- **[Step 3](#step-3-share-the-frame-and-the-dice)** — share the frame state,
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and give the script randomness it cannot make itself
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- **[Step 4](#step-4-why-bindings-and-not-arguments)** — see why the structures
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are bindings rather than function arguments
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- **[Step 5](#step-5-the-shape-of-the-script)** — learn the three language
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rules that shape every enemy function
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- **[Step 6](#step-6-the-shared-maneuvers)** — write the shared maneuvers:
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glide home, dive, decide to fire
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- **[Step 7](#step-7-the-three-kinds)** — write the bee, the butterfly and the
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boss
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- **[Step 8](#step-8-the-formation-c-or-basic)** — decide who owns the
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formation, and lay it out
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- **[Step 9](#step-9-when-a-script-dies)** — decide what a script error does to
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the game, and make it do that
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- **[Step 10](#step-10-prove-it)** — prove the boundary with a test that links
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the real files
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---
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## Step 1: Declare the enemy once, in C
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**Goal: one struct that both languages read and write, with one source of truth.**
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An enemy is what the state machine needs to remember between frames, plus one
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inbox and one outbox:
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```c wrap=galagatypes requires=akgl
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#define GALAGA_ENEMY_BEE 0
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#define GALAGA_ENEMY_BUTTERFLY 1
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#define GALAGA_ENEMY_BOSS 2
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/*
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* galaga_Enemy.state bits. The script owns these transitions; the engine only
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* writes the word at spawn.
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*
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* 8 0
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* 0 0 0 0 0 1 1 1
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* | | `-- ENTERING: flying its entry path toward the formation slot
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* | `---- FORMATION: holding (and breathing around) homex/homey
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* `------ DIVING: attacking, off the grid until it leaves the screen
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*/
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#define GALAGA_ES_ENTERING (1 << 0)
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#define GALAGA_ES_FORMATION (1 << 1)
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#define GALAGA_ES_DIVING (1 << 2)
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typedef struct galaga_Enemy
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{
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int32_t kind; /* GALAGA_ENEMY_BEE / BUTTERFLY / BOSS */
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int32_t state; /* GALAGA_ES_* bit flags */
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float homex; /* formation slot, in map pixels */
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float homey;
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float t; /* parametric clock for the current maneuver */
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int32_t hp;
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int32_t fire; /* outbox: script sets 1, engine consumes */
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float rnd; /* inbox: engine writes fresh 0..1 each call */
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} galaga_Enemy;
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```
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The C struct *is* the BASIC type. `akbasic_host_register_type()` takes a table
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of field descriptors — the BASIC name with its suffix, the C representation,
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and where the member sits — and after that the language's own machinery works
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across the boundary with no second set of rules
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([Chapter 16](16-structures.md)):
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```c wrap=galagatypes requires=akgl
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typedef struct galaga_Enemy
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{
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int32_t kind;
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int32_t state;
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float homex;
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float homey;
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float t;
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int32_t hp;
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int32_t fire;
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float rnd;
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} galaga_Enemy;
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static const akbasic_HostField ENEMY_FIELDS[] = {
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/* struct member BASIC name C representation */
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AKBASIC_HOST_FIELD( galaga_Enemy, kind, "KIND#", AKBASIC_HOSTFIELD_INT32 ),
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AKBASIC_HOST_FIELD( galaga_Enemy, state, "STATE#", AKBASIC_HOSTFIELD_INT32 ),
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AKBASIC_HOST_FIELD( galaga_Enemy, homex, "HOMEX%", AKBASIC_HOSTFIELD_FLOAT ),
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AKBASIC_HOST_FIELD( galaga_Enemy, homey, "HOMEY%", AKBASIC_HOSTFIELD_FLOAT ),
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AKBASIC_HOST_FIELD( galaga_Enemy, t, "T%", AKBASIC_HOSTFIELD_FLOAT ),
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AKBASIC_HOST_FIELD( galaga_Enemy, hp, "HP#", AKBASIC_HOSTFIELD_INT32 ),
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AKBASIC_HOST_FIELD( galaga_Enemy, fire, "FIRE#", AKBASIC_HOSTFIELD_INT32 ),
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AKBASIC_HOST_FIELD( galaga_Enemy, rnd, "RND%", AKBASIC_HOSTFIELD_FLOAT )
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};
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static const akbasic_HostType ENEMY_TYPE = {
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"ENEMY", sizeof(galaga_Enemy), ENEMY_FIELDS, 8
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};
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```
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Three decisions are load-bearing here:
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- **`AKBASIC_HOST_FIELD` takes the offset and the width from the member
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itself**, via `offsetof` — so the two sides cannot drift. Writing them out by
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hand is two chances to name the wrong member and no way to notice.
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- **The script never declares a `TYPE`.** A host type and a script `TYPE` share
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one namespace, and a script that tries to redeclare `ENEMY` is refused. The
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"structure definitions" half of the boundary lives here, once.
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- **The suffixes are the dialect's**: `#` is integer, `%` is float
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([Chapter 3](03-the-language.md)). `HOMEX%` because a formation slot is a
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pixel coordinate the glide arithmetic must not truncate.
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The limits that shape the struct: a type may carry 16 fields and the runtime 16
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types ([Chapter 16](16-structures.md)). `ENEMY` spends 8 fields; the game
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spends 3 types.
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## Step 2: Bind the engine's own actor
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**Goal: the script writes the same bytes the renderer reads.**
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The enemy record is the game's own invention. The second type is not — it is
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libakgl's `akgl_Actor`, registered field-for-field over the engine's real
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struct:
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||||
```c wrap=galagatypes requires=akgl
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static const akbasic_HostField ACTOR_FIELDS[] = {
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AKBASIC_HOST_FIELD( akgl_Actor, x, "X%", AKBASIC_HOSTFIELD_FLOAT ),
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AKBASIC_HOST_FIELD( akgl_Actor, y, "Y%", AKBASIC_HOSTFIELD_FLOAT ),
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AKBASIC_HOST_FIELD( akgl_Actor, state, "STATE#", AKBASIC_HOSTFIELD_INT32 ),
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AKBASIC_HOST_FIELD( akgl_Actor, visible, "VISIBLE#", AKBASIC_HOSTFIELD_BOOL )
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};
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||||
static const akbasic_HostType ACTOR_TYPE = {
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"ACTOR", sizeof(akgl_Actor), ACTOR_FIELDS, 4
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};
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```
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This is the demonstrative point of the whole exercise. When the script writes
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`ACTOR@.X%`, it writes `akgl_Actor.x` — the same memory the renderer reads on
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the same frame. There is no copy going in, no copy coming out, and no code
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between the script's decision and the engine's pixel. Null physics
|
||||
(Chapter 20, Step 1) is what makes that safe: nothing else is trying to move
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the actor.
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The per-frame call binds both names to *this* enemy before dispatching — one
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binding per name, pointed at forty enemies in turn, which is what
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||||
`akbasic_host_rebind()` is for:
|
||||
|
||||
```c wrap=galagacalls requires=akgl
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CATCH(errctx, akbasic_host_rebind(&SCRIPT, "SELF@", enemy));
|
||||
CATCH(errctx, akbasic_host_rebind(&SCRIPT, "ACTOR@", actor));
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```
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|
||||
## Step 3: Share the frame, and the dice
|
||||
|
||||
**Goal: everything a diving enemy needs to know about the world, in one record.**
|
||||
|
||||
```c wrap=galagatypes requires=akgl
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||||
typedef struct galaga_Shared
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||||
{
|
||||
float playerx; /* the player actor's position, this frame */
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||||
float playery;
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||||
int32_t wave;
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||||
float rnd; /* fresh 0..1 each frame; the issue #16 route */
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||||
} galaga_Shared;
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||||
```
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||||
|
||||
`GAME@` is bound once at boot to this one global instance and never rebound;
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the engine refreshes it at the top of every frame. The boss reads
|
||||
`GAME@.PLAYERX%` to lead its dive; the fire decision reads it to know whether
|
||||
anything is worth shooting at.
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||||
|
||||
The `rnd` fields — one here per frame, one on each enemy per call — exist
|
||||
because the engine's PRNG is the script's **only** source of randomness: write
|
||||
`SELF@.RND% < DT% * 1.5` and an enemy's trigger finger is a dice roll. There
|
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is no `RND` verb in this dialect; issue #16 tracks adding one, and Chapter
|
||||
17's breakout hand-rolls a linear congruential generator in BASIC as the other
|
||||
route. Here the engine fills the field, which also keeps a headless run the
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same game on every machine — the PRNG is the example's own, not libc's.
|
||||
|
||||
## Step 4: Why bindings, and not arguments
|
||||
|
||||
**Goal: know why `SELF@` is a bound global rather than a parameter.**
|
||||
|
||||
The language can pass structures to functions — by value with `E@ AS ENEMY`,
|
||||
by reference with `E@ AS PTR TO ENEMY` ([Chapter 16](16-structures.md)) — and
|
||||
a host can construct those argument values, so the obvious alternative
|
||||
interface is honest functions:
|
||||
|
||||
```basic norun
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||||
DEF UPDATEBEE(E@ AS PTR TO ENEMY, A@ AS PTR TO ACTOR, G@ AS PTR TO GAME, DT%)
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||||
```
|
||||
|
||||
It was measured before this chapter chose. Pointer arguments work — writes
|
||||
through `E@->X%` land in the host struct, the type check refuses a wrong type,
|
||||
by-value copies exactly as documented. What rules them out is the pool math:
|
||||
|
||||
| | bound globals | pointer arguments |
|
||||
|---|---|---|
|
||||
| value-pool slots per call | 0 | 1 per structure parameter, never returned |
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||||
| calls before exhaustion | unbounded | 1,015 measured (2,048-slot pool, 2 pointer args) |
|
||||
| at 40 enemies per frame | unbounded | 25 frames |
|
||||
| per-call cost | 148 us | 251 us |
|
||||
|
||||
A `@`-suffixed name always takes value-pool storage, and that pool never
|
||||
reclaims — a documented property of structures, because a pointer may outlive
|
||||
the scope that `DIM`med it. A *parameter* is a local that dies with the call,
|
||||
but it pays the storage price of a `DIM` that must survive one; the pool
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||||
drains, and the wave stops thinking mid-flight. Issue #36 tracks it, with the
|
||||
reduction for whoever fixes it. Until then: **bind and rebind for per-frame
|
||||
host calls; pass structures only to functions called a bounded number of
|
||||
times.**
|
||||
|
||||
## Step 5: The shape of the script
|
||||
|
||||
**Goal: the three rules every enemy function is written under.**
|
||||
|
||||
`galaga.bas` is definitions and an `END` — no top-level code, no line numbers,
|
||||
no `LABEL`s. Three rules of the dialect shape every body in it.
|
||||
|
||||
**Rule 1: the left operand decides integer or float arithmetic**
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||||
([Chapter 3](03-the-language.md)). This will bite every enemy script exactly
|
||||
once, so meet it now. The natural spelling of "move by speed times dt" moves
|
||||
nothing:
|
||||
|
||||
```basic norun
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ACTOR@.Y% = ACTOR@.Y% + 260 * DT%
|
||||
```
|
||||
|
||||
`260` is an integer, it is on the left of `*`, so `DT%` — a float around
|
||||
0.016 — is converted to integer **zero** before the multiply. Nothing fails;
|
||||
the enemy simply does not move. The working spelling puts the float first:
|
||||
|
||||
```basic norun
|
||||
ACTOR@.Y% = ACTOR@.Y% + SPD% * DT%
|
||||
SPD% = SELF@.T% * 150 + 260
|
||||
```
|
||||
|
||||
Every expression in the finished script is written float-first. When an enemy
|
||||
of yours will not move, this is the first thing to check.
|
||||
|
||||
**Rule 2: only the last `RETURN` may start a line.** A multi-line `DEF` body
|
||||
runs until `RETURN` — and the *definition* is scanned the same way, ending at
|
||||
the first line that begins with one. An early return therefore always rides an
|
||||
`IF ... THEN RETURN 0` on one line, and exactly one line-leading `RETURN` ends
|
||||
each function. The stagger guard at the top of every update function is the
|
||||
idiom:
|
||||
|
||||
```basic norun
|
||||
DEF UPDATEBEE(DT%)
|
||||
SELF@.T% = SELF@.T% + DT%
|
||||
IF SELF@.T% < 0 THEN RETURN 0
|
||||
```
|
||||
|
||||
**Rule 3: the budgets are small and named.** Eight function slots exist
|
||||
(`AKBASIC_MAX_FUNCTIONS`), each a measured 36 KiB of the runtime's 2.40 MiB.
|
||||
This game defines six: three update functions, two shared maneuvers, one fire
|
||||
decision. Nesting draws from the twelve-slot environment pool exactly as
|
||||
`GOSUB` does; the deepest chain here is three (update → maneuver → nothing).
|
||||
If a design needs a ninth function, raising the limit is one `#define` and
|
||||
+36 KiB per slot — weighed, not assumed.
|
||||
|
||||
## Step 6: The shared maneuvers
|
||||
|
||||
**Goal: three helpers that make the three kinds one page each.**
|
||||
|
||||
Ease toward the formation slot, with a little entry swirl. Answers 1 once the
|
||||
slot is reached — the caller flips the state on that answer:
|
||||
|
||||
```basic
|
||||
DEF GLIDEHOME(DT%)
|
||||
DX% = SELF@.HOMEX% - ACTOR@.X%
|
||||
DY% = SELF@.HOMEY% - ACTOR@.Y%
|
||||
K% = DT% * 4.5
|
||||
IF K% > 1 THEN K% = 1
|
||||
ACTOR@.X% = ACTOR@.X% + DX% * K% + SIN(SELF@.T% * 6) * 90 * DT%
|
||||
ACTOR@.Y% = ACTOR@.Y% + DY% * K%
|
||||
IF ABS(DX%) < 3 AND ABS(DY%) < 3 THEN RETURN 1
|
||||
RETURN 0
|
||||
END
|
||||
```
|
||||
|
||||
One frame of a dive: accelerate downward, weave, lean toward the player's
|
||||
column, and glide back in from the top after falling out the bottom. The
|
||||
weave and the lean are parameters, which is what makes three kinds out of one
|
||||
maneuver:
|
||||
|
||||
```basic
|
||||
DEF DIVESTEP(DT%, WEAVE%, LEAD%)
|
||||
SPD% = SELF@.T% * 150 + 260
|
||||
ACTOR@.Y% = ACTOR@.Y% + SPD% * DT%
|
||||
ACTOR@.X% = ACTOR@.X% + SIN(SELF@.T% * 4) * WEAVE% * DT%
|
||||
DX% = GAME@.PLAYERX% - ACTOR@.X%
|
||||
IF DX% > 220 THEN DX% = 220
|
||||
IF DX% < -220 THEN DX% = -220
|
||||
ACTOR@.X% = ACTOR@.X% + DX% * LEAD% * DT%
|
||||
IF ACTOR@.Y% > 1040 THEN BEGIN
|
||||
ACTOR@.Y% = 0.0 - 90
|
||||
SELF@.STATE# = 1
|
||||
SELF@.T% = 0
|
||||
BEND
|
||||
RETURN 0
|
||||
END
|
||||
```
|
||||
|
||||
Note the off-screen exit: state back to `1` (ENTERING), clock to zero, and the
|
||||
glide brings it home — a dive that misses rejoins the formation, which is the
|
||||
classic loop. `0.0 - 90` rather than `0 - 90` is Rule 1 again: the float goes
|
||||
first even to make a negative.
|
||||
|
||||
The fire decision raises the flag when diving roughly above the player. The
|
||||
engine consumes `FIRE#` and does the spawning — the script only wishes,
|
||||
because spawning takes an actor from a bounded pool and pool exhaustion must
|
||||
be a C-side refusal with the house error context, not a script mystery:
|
||||
|
||||
```basic
|
||||
DEF DECIDEFIRE(DT%)
|
||||
DX% = GAME@.PLAYERX% - ACTOR@.X%
|
||||
IF ABS(DX%) > 140 THEN RETURN 0
|
||||
IF ACTOR@.Y% > GAME@.PLAYERY% THEN RETURN 0
|
||||
IF SELF@.RND% < DT% * 1.5 THEN SELF@.FIRE# = 1
|
||||
RETURN 0
|
||||
END
|
||||
```
|
||||
|
||||
## Step 7: The three kinds
|
||||
|
||||
**Goal: bee, butterfly, boss — one state machine, three characters.**
|
||||
|
||||
Every kind is the same three-state machine, dispatched by the bits of
|
||||
`SELF@.STATE#`. The bee is the reference implementation:
|
||||
|
||||
```basic
|
||||
DEF GLIDEHOME(DT%)
|
||||
ACTOR@.X% = SELF@.HOMEX%
|
||||
ACTOR@.Y% = SELF@.HOMEY%
|
||||
RETURN 1
|
||||
|
||||
DEF DIVESTEP(DT%, WEAVE%, LEAD%)
|
||||
RETURN 0
|
||||
|
||||
DEF DECIDEFIRE(DT%)
|
||||
RETURN 0
|
||||
|
||||
DEF UPDATEBEE(DT%)
|
||||
SELF@.T% = SELF@.T% + DT%
|
||||
IF SELF@.T% < 0 THEN RETURN 0
|
||||
S# = SELF@.STATE#
|
||||
IF (S# AND 1) > 0 THEN BEGIN
|
||||
R# = GLIDEHOME(DT%)
|
||||
IF R# = 1 THEN SELF@.STATE# = 2 : SELF@.T% = 0
|
||||
BEND
|
||||
IF (S# AND 2) > 0 THEN BEGIN
|
||||
ACTOR@.X% = SELF@.HOMEX% + SIN(SELF@.T% * 1.7) * 16
|
||||
ACTOR@.Y% = SELF@.HOMEY%
|
||||
IF SELF@.RND% < DT% * 0.04 THEN SELF@.STATE# = 4 : SELF@.T% = 0
|
||||
BEND
|
||||
IF (S# AND 4) > 0 THEN BEGIN
|
||||
R# = DIVESTEP(DT%, 130, 0.2)
|
||||
R# = DECIDEFIRE(DT%)
|
||||
BEND
|
||||
RETURN 0
|
||||
END
|
||||
```
|
||||
|
||||
(The three helpers above are stubs so this listing runs alone; the real ones
|
||||
are Step 6's. The listing in `galaga.bas` is this function verbatim.)
|
||||
|
||||
The shape to notice: `S#` is read **once**, so a state flipped this frame does
|
||||
not also run its new state's block this frame — transitions are frame-atomic.
|
||||
Each block is one `IF ... BEGIN`/`BEND`, never nested. The formation block
|
||||
computes position *relative to home* every frame — `HOMEX% + SIN(...)` — so
|
||||
the grid's idle breathing belongs to the script even though C placed the grid.
|
||||
|
||||
The butterfly is the bee with a wide lateral weave — `DIVESTEP(DT%, 260, 0.1)`
|
||||
— and a slightly itchier trigger. The boss differs three ways: two hit points
|
||||
(C fills `HP#` at spawn), a dive that leads the player —
|
||||
`DIVESTEP(DT%, 60, 0.9)` — and one line that crosses the boundary in the other
|
||||
direction:
|
||||
|
||||
```basic norun
|
||||
IF SELF@.HP# = 1 THEN ACTOR@.STATE# = ACTOR@.STATE# OR 8192
|
||||
```
|
||||
|
||||
8192 is `AKGL_ACTOR_STATE_UNDEFINED_13`, one of the actor state bits libakgl
|
||||
reserves for the game. The boss's character file maps the state word
|
||||
`ALIVE` to the green sprite and `ALIVE`+bit-13 to the drained one — so when
|
||||
the script raises the bit, the engine's own character machinery swaps the
|
||||
sprite. BASIC decides *that* the boss looks hurt; C never hears about it.
|
||||
|
||||
## Step 8: The formation: C or BASIC?
|
||||
|
||||
**Goal: decide who owns the grid, from the trade-offs rather than taste.**
|
||||
|
||||
Both can lay out the formation. The choice is argued, not asserted:
|
||||
|
||||
| | C lays out the grid | BASIC lays out the grid |
|
||||
|---|---|---|
|
||||
| actor pool safety | refusal at spawn, house error path | script can ask for more than 64 exist |
|
||||
| tuning without rebuild | no | yes |
|
||||
| call budget | zero calls | one call per spawn |
|
||||
| who knows the screen size | the engine owns it anyway | needs it exported through `GAME@` |
|
||||
|
||||
**Decision: C owns the grid, the wave table and the spawn timing; BASIC owns
|
||||
everything an enemy does after it exists.** The slot arrives in
|
||||
`SELF@.HOMEX%`/`HOMEY%`, so the breathing stays the script's (Step 7), and the
|
||||
pool stays behind a C-side refusal. The wave is the aligned table house style
|
||||
already prescribes for tabular data — one row per formation row:
|
||||
|
||||
```c wrap=galagagame requires=akgl
|
||||
static const struct
|
||||
{
|
||||
int32_t kind; /* GALAGA_ENEMY_* */
|
||||
int row; /* formation row */
|
||||
int first; /* first column filled */
|
||||
int count; /* columns filled */
|
||||
int32_t hp;
|
||||
}
|
||||
WAVE_ROWS[] = {
|
||||
/* kind row first count hp */
|
||||
{ GALAGA_ENEMY_BOSS, 0, 3, 4, 2 },
|
||||
{ GALAGA_ENEMY_BUTTERFLY, 1, 1, 8, 1 },
|
||||
{ GALAGA_ENEMY_BUTTERFLY, 2, 1, 8, 1 },
|
||||
{ GALAGA_ENEMY_BEE, 3, 0, 10, 1 },
|
||||
{ GALAGA_ENEMY_BEE, 4, 0, 10, 1 }
|
||||
};
|
||||
```
|
||||
|
||||
Forty enemies: 4 bosses, 16 butterflies, 20 bees. The actor heap holds 64:
|
||||
|
||||
```text
|
||||
player 1
|
||||
player shots 2 /* the classic two-on-screen rule */
|
||||
enemies 40 /* 20 bees, 16 butterflies, 4 bosses */
|
||||
enemy shots 8
|
||||
explosions 8 /* short-lived actors, released on a timer */
|
||||
---
|
||||
59 of 64
|
||||
```
|
||||
|
||||
The spawn walks the table, fills each `galaga_Enemy`, and staggers the entry
|
||||
clocks — `t = -0.08 * index`, so each enemy holds still until its own clock
|
||||
crosses zero and the wave pours in as a stream rather than a wall. The full
|
||||
loop is `examples/galaga/enemies.c`.
|
||||
|
||||
## Step 9: When a script dies
|
||||
|
||||
**Goal: a script error costs one enemy's wits, never the frame.**
|
||||
|
||||
A BASIC-level error in an enemy's function — a misspelled field, arithmetic on
|
||||
the wrong type — reports through the sink and stops the script. The engine's
|
||||
policy, implemented around the call in `script.c`:
|
||||
|
||||
- **The enemy goes dumb**: state cleared to a formation hold it will never
|
||||
leave, outbox cleared. The other thirty-nine keep thinking.
|
||||
- **The runtime is revived**: a run's first error latches, and while it stands
|
||||
every later call answers a stale value after doing nothing. Revival is two
|
||||
calls — `akbasic_runtime_clear_error()`, then the same
|
||||
`akbasic_runtime_set_mode(RUN)` the boot needed (issue #8's mechanics).
|
||||
- **The first failure is logged, the rest are counted.** Sixty a second of the
|
||||
same message is how a log stops being read; the count lands in the closing
|
||||
readout as `script errors N`, where a headless run cannot miss it.
|
||||
|
||||
The same detection runs at boot: every function in the dispatch table is
|
||||
called once against a zeroed scratch enemy, so a script that cannot run fails
|
||||
at startup with the function's name in the message — not on frame one of the
|
||||
first wave.
|
||||
|
||||
## Step 10: Prove it
|
||||
|
||||
**Goal: a test that fails the moment the two sides disagree.**
|
||||
|
||||
`examples/galaga/interop_test.c` links the real `script.c` and loads the real
|
||||
`galaga.bas` — not copies — and pins the four claims this chapter made:
|
||||
|
||||
```text
|
||||
ok: a formation bee's sway is written into akgl_Actor.x/y by the script
|
||||
ok: a diving bee above the player raises FIRE# for the engine to consume
|
||||
ok: a boss at one hit point raises actor state bit 13 from BASIC
|
||||
ok: 24000 calls survive the per-call akbasic_environment_zero() regime
|
||||
```
|
||||
|
||||
That last claim is the per-frame contract from Chapter 20 Step 6 under a full
|
||||
game's load — forty enemies at sixty frames a second for ten seconds. CTest
|
||||
runs it as `example_galaga_interop` beside the headless game itself.
|
||||
|
||||
And because the script is data, the proof extends to scripts nobody planned:
|
||||
run the game with `--script` pointing at a variant — enemies that never dive,
|
||||
enemies that always dive — and the engine neither knows nor cares. That
|
||||
swap-a-brain-without-rebuilding property is what the two chapters were about;
|
||||
the readout tells you how each brain did:
|
||||
|
||||
```text
|
||||
galaga: 3000 frames, screen 2, score 2350, alive 0, kills bee 20 bfly 15 boss 1, shots bee 1 bfly 1 boss 1, script errors 0
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
Where to go from here: more waves are rows in the table; a new enemy kind is
|
||||
one table row, one character file and one `DEF`; a smarter boss is edits to a
|
||||
text file while the game is closed — or a different file handed to
|
||||
`--script`. The engine is done. That is the point.
|
||||
Reference in New Issue
Block a user