766b0f0dd66a9fd431f8e67dfb4ed291d8fbd90c
7 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
a9600c3fcc
|
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 |
|||
|
802bbcc17a
|
Collide sprites with rectangles that are not sprites
Some checks failed
akbasic CI Build / cmake_build (push) Failing after 3m19s
akbasic CI Build / sanitizers (push) Failing after 4m33s
akbasic CI Build / coverage (push) Failing after 3m41s
akbasic CI Build / akgl_build (push) Failing after 21s
akbasic CI Build / mutation_test (push) Failing after 3m29s
`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 |
|||
|
f005b88980
|
Let a program say what part of a sprite collides
Some checks failed
akbasic CI Build / cmake_build (push) Failing after 3m20s
akbasic CI Build / sanitizers (push) Failing after 4m31s
akbasic CI Build / coverage (push) Failing after 3m40s
akbasic CI Build / akgl_build (push) Failing after 22s
akbasic CI Build / mutation_test (push) Failing after 3m28s
`SPRHIT n, kind [,x1, y1, x2, y2]` gives a sprite a collision shape: a box, a circle inscribed in it, or a capsule. `RSPHIT(n, f)` reads it back in SPRHIT's own argument order, the way RSPRITE and RSPPOS already do, and needs no device because it answers from interpreter state. The rectangle is two corners measured from the sprite's top-left, in device pixels -- the same `x1, y1, x2, y2` that `BOX` and `SSHAPE` take. A dialect with two spellings for a rectangle is one nobody can write from memory. Omit it and the shape fits whatever the picture turned out to be, which is what a sprite loaded from a file needs: `SPRSAV "ship.png", 1` takes the image's own size and the program never learns what that was. **A sprite nobody has shaped collides with its whole frame, expansion bits included, exactly as before.** That is a promise rather than a convenience, and it has its own test: the same two sprites in the same two places, once with no SPRHIT and once with a four-pixel box, reporting a collision and then not. Named SPRHIT rather than SPRSHAPE because "shape" already means "a region SSHAPE saved" in this dialect, in this very chapter -- `SPRSAV A$, 1` takes one -- and a reader who typed `SPRSHAPE A$, 1` would have had every reason to. Both names, and RSPHIT, were grepped against every label in docs/, examples/ and both corpora first: a bare word is a label here, so a verb and a label share one namespace and taking a name a checked-in listing already uses would break it silently. `SPRHIT n, 0` takes a sprite out of collision while leaving it on the screen -- the ghost, the flashing invulnerable player, the pickup already taken. Hiding it with `SPRITE n, 0` stops it colliding too, and is what you want when it should not be seen either. The circle answers the complaint chapter 8 already ships a figure of. That figure shows two discs whose *boxes* touch at a corner while the artwork is nowhere near, and `BUMP(1)` reporting a collision; two `SPRHIT n, 2` and it stops. The test asserts both halves so the figure's caption stays true. `tests/verbs_table.c` caught RSPHIT filed after RSPPOS rather than before it, which is the sorted-table test doing exactly the job it exists for. Docs: a new section in chapter 8, rows in the verb and function references in alphabetical order, and chapter 13's "collision is by bounding box" becomes "collision is by shape" with the addition named. 111 with akgl, 110 without, and the artwork breakout still runs clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL |
|||
|
16b38c1138
|
Generate the documentation's figures from the listings they illustrate
Chapters 6 and 8 described what a verb draws in prose. Eight figures now show it, and each one is produced by running the BASIC listing printed immediately above it -- so a picture cannot drift away from the code beside it, which is the way a screenshot goes wrong and the way nothing notices. tools/screenshot.c is a second SDL host, much smaller than the frontend: dummy video driver, software renderer, run to completion, read the target back, write a PNG. It draws no text layer on purpose, so a READY in the corner is not noise in a figure about BOX and no font has to be resolved. tools/docs_screenshots.sh reads the new screenshot=NAME fence tag straight out of the markdown. size=WxH is the second tag, and SCALE's figure uses it: the point being made is a 320x200 listing filling a larger window, which cannot be made on a 320x200 surface. Two gates, answering different questions. docs_examples fails a tagged block with no image, in both configurations, so a figure cannot be added and forgotten. docs_screenshots -- a CTest, AKGL build only -- re-renders every figure and compares byte for byte, so a listing edited without regenerating fails. Only the second catches a stale picture. The PNGs are checked in because a reader on the forge has no build tree, and docs/images/README.md says loudly that they are generated. Regenerating is never part of a build: the target is run deliberately, so a make cannot put eight binary diffs in front of whoever ran it. Drawing the BOX figure caught a defect in TODO.md itself. Deviation 16 claimed in bold that BOX fills on a negative angle while its own paragraph said the fill was filed rather than implemented. BOX cannot fill, and filled_rect is reached by no verb as a result. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
|||
|
5c5bf63356
|
Draw into the whole window, not its top-left 320x200
The graphics verbs documented a coordinate transform that did not exist. With SCALE off a coordinate went straight to akgl_draw_* as a pixel address, so an 800x600 window drew a C128 listing into its corner and left the rest unused -- while the chapter said coordinates were 320x200 and stretching to fit was the host's business. akbasic_GraphicsBackend gains a size entry point, require_graphics() asks it before every verb that draws so a resized window is honoured between two statements, and 320x200 becomes the fallback for a backend that leaves it NULL. It is the record's one optional member, so a host written against the old header keeps the behaviour it had. SCALE now maps onto the device, and RGR(1)/RGR(2) report the drawing surface so a program can use a window whose size it did not choose. RGR(0) is BASIC 7.0's own field, the GRAPHIC mode. SCALE also mapped xmax onto the width rather than onto the last pixel, so SCALE 1, 319, 199 followed by DRAW 1, 319, 199 drew nothing at all -- one pixel past the surface. Fixed in the same line, because it is what makes "SCALE gives a C128 listing the whole window" true rather than nearly true. The akgl test renders against a 128x128 target, deliberately smaller than the old constants: a SCALE still dividing by them misses it entirely rather than landing somewhere plausible. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
|||
|
342e4c07da
|
Execute every documented example as a test
Some checks failed
akbasic CI Build / cmake_build (push) Successful in 3m2s
akbasic CI Build / sanitizers (push) Successful in 3m52s
akbasic CI Build / coverage (push) Failing after 3m24s
akbasic CI Build / akgl_build (push) Failing after 20s
akbasic CI Build / mutation_test (push) Has been cancelled
docs/ and README.md carry 85 fenced blocks. Every one was checked by hand exactly once, when it was written, which is not a standard that survives a changing interpreter -- and four were already wrong: two transcripts showing a leading space PRINT does not emit, akbasic_TextSink in README.md missing the two members it had grown hours earlier, and FILTER's refusal quoted with wording the code does not use. tests/docs_examples.sh reads a fence-tag vocabulary and runs what it finds. BASIC programs and transcripts run and are byte-compared against an `output` block; C snippets compile with -fsyntax-only against the real include path, which CMake writes out because it is transitive through akerror, akstdlib and akgl; shell blocks run in a sandbox. Anything that would reconfigure the build tree, hit the network or re-enter the suite is tagged norun with the reason in MAINTENANCE.md, and the two cmake blocks stay hand-maintained by decision. An untagged block is a failure rather than a default, and the pass line reports what it executed by kind. Both exist because the way a harness like this dies is by quietly matching nothing and passing -- which it duly did on the first CTest run, where a generator expression evaluating to nothing still contributed an empty argument that the script read as a filename. The count is what caught it. The excerpt check earns its own mention: a block tagged `c excerpt=include/akbasic/sink.h` must still appear in that header, comments and whitespace ignored. Compiling it would only redefine the type, so a compile check could not have found the stale struct, and did not. Registered as the CTest case docs_examples in both configurations. Fixing the four wrong examples turned up two interpreter defects, fixed in the previous commit and recorded in TODO.md section 8. MAINTENANCE.md is new: the fence-tag reference, what to do when the case fails, and the conventions that until now only existed inside source comments -- the three test lists and how two of them invert "passed", the sorted verb table, that a golden file is never edited to suit this interpreter, and that a fix gets mutation-checked with a file copy rather than git checkout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
|||
|
cdaefcc941
|
Write the usage guide as thirteen chapters in docs/
Some checks failed
akbasic CI Build / cmake_build (push) Successful in 3m0s
akbasic CI Build / sanitizers (push) Successful in 3m45s
akbasic CI Build / coverage (push) Failing after 3m22s
akbasic CI Build / akgl_build (push) Failing after 21s
akbasic CI Build / mutation_test (push) Successful in 11m26s
Organised the way the C128 Programmer's Reference Guide is: the language first, then each hardware area, then the reference sections. One markdown file per chapter. The verb and function references are generated from the interpreter's own dispatch table, with an assertion that every row is described, so they cannot drift out of step with what the program accepts. 98 verbs and 30 functions. Every example was run before it was written down, which caught three claims that were wrong: a whole FOR loop on one line prints nothing rather than looping once, MID and INSTR count from zero where a C128 counts from one, and a multi-line DEF returns a value the caller has to assign away. Chapter 13 is the list a BASIC 7.0 programmer needs -- roughly sixty documented differences, including the two known FOR defects and the fact that drawing does not survive a frame. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |