# 17. Tutorial: Breakout This chapter builds a complete game from an empty file: three lives, six rows of bricks, three level layouts, a score, a high score, sound, and a title screen that plays itself. Nothing is loaded from disk — the ball and the paddle are drawn from numbers in the listing, and the wall, the HUD and the messages are characters written into the text grid. This is what you are building: ![The finished game: a HUD line across the top, six rows of bricks, the ball resting on the paddle](images/breakout-game.png) The finished listing is [`examples/breakout/characters/breakout.bas`](../examples/breakout/characters/breakout.bas). You do not need it to follow along, but it is the same program assembled, and it is worth opening once you have your own running. Run it with the SDL build: ```sh norun $ ./build-akgl/basic examples/breakout/characters/breakout.bas ``` | Key | Does | |---|---| | left / right | move the paddle | | space | start a game, then launch the ball | | P | pause | | Q or escape | quit | ## What you will do - **[Step 1](#step-1-get-a-program-onto-the-screen)** — get a program onto the screen, and find out which build you need - **[Step 2](#step-2-measure-the-screen)** — measure the screen and work the geometry out from what you measured - **[Step 3](#step-3-declare-every-name-first)** — declare every name the program will use, before anything uses it - **[Step 4](#step-4-make-the-ball-and-the-paddle)** — make the ball and the paddle out of sprite data - **[Step 5](#step-5-build-the-brick-wall)** — build the brick wall out of characters, and keep a grid saying which bricks are still there - **[Step 6](#step-6-write-the-main-loop)** — write the main loop and the frame pacing - **[Step 7](#step-7-read-the-keyboard)** — read the keyboard without blocking - **[Step 8](#step-8-move-the-paddle)** — move the paddle and keep it on the screen - **[Step 9](#step-9-move-the-ball)** — move the ball and bounce it off the walls - **[Step 10](#step-10-break-bricks)** — find out which brick the ball hit, and break it - **[Step 11](#step-11-bounce-off-the-paddle)** — bounce off the paddle at an angle the player chooses - **[Step 12](#step-12-draw-the-hud-and-the-messages)** — draw the HUD and the messages - **[Step 13](#step-13-lives-levels-and-game-over)** — handle lives, levels and game over - **[Step 14](#step-14-add-sound)** — add sound, on a machine that may not have any - **[Step 15](#step-15-add-an-attract-mode)** — add a title screen that plays itself - **[Step 16](#step-16-put-the-program-together)** — put the pieces in one file, in the right order Each step is a piece you can type in and run. Work through them in order, and Step 16 is where they become one program. --- ## Step 1: Get a program onto the screen **Goal: a program that runs, and a build that can draw.** A BASIC program here is a text file. Line numbers are optional, so a file is just statements, one per line: ```basic PRINT "HELLO" END ``` ```output HELLO ``` Save that as `first.bas` and run it: ```sh norun $ ./build/basic first.bas ``` There are two builds and the difference matters for this whole chapter. `./build/basic` is the plain one: it reads and writes text and has **no graphics device, no sprites and no sound**. `./build-akgl/basic` opens a window and has all three. A game needs the second. Ask for something that needs a device and you get a refusal naming what is missing rather than a crash: ```basic requires=noakgl PRINT "BEFORE" SPRITE 1, 1, 2 PRINT "AFTER" ``` ```output BEFORE ? 2 : RUNTIME ERROR SPRITE needs a sprite device and this runtime has none ``` That is worth seeing once, because it is how the finished game behaves if you start it with the wrong build: it stops at the first graphics verb and tells you why. For the rest of this chapter, run everything with `./build-akgl/basic`. Two more things to know before writing anything longer. **Every variable carries a type suffix.** `A#` is an integer, `A%` is a float, `A$` is a string. There is no such thing as a plain `A` — a bare word is a label. This is different from Commodore BASIC, where `A%` is the integer. **`+` joins a string to a number.** `"SCORE " + 40` is `"SCORE 40"`, and `"" + N#` is how you turn a number into a string. There is no `STR$`. ```basic N# = 40 PRINT "SCORE " + N# END ``` ```output SCORE 40 ``` ## Step 2: Measure the screen **Goal: every position in the game derived from the window's real size, so the game fits whatever window and font the player has.** Do not guess the size of anything. Four functions tell you what you have: | Call | Gives | |---|---| | `RGR(1)` | the window's width in pixels | | `RGR(2)` | the window's height in pixels | | `RGR(3)` | the width of one character cell, in pixels | | `RGR(4)` | the height of one character cell | | `RWINDOW(0)` | the text grid's height, in rows | | `RWINDOW(1)` | the text grid's width, in columns | Put them at the very top of the program: ```basic norun SCW# = RGR(1) SCH# = RGR(2) CW# = RGR(3) CH# = RGR(4) COLS# = RWINDOW(1) ROWS# = RWINDOW(0) ``` `RGR(1)` is first on purpose. It is the first statement in the program that needs a graphics device, so on the wrong build this is the line that refuses, and it refuses before anything else has happened. Now derive the layout from those numbers rather than writing pixel positions down. The wall is measured in **character cells**, because it is made of characters: ```basic norun BRW# = 4 BCOLS# = 10 BROWS# = 6 BTOP# = 4 BLEFT# = (COLS# - (BRW# * BCOLS#)) / 2 ``` A brick is four cells wide and there are ten of them, so the wall is forty cells across. `BLEFT#` centres those forty in however many columns there turned out to be. `BTOP#` is the row the wall starts on. Integer division truncates, which is exactly what a column index wants. The ball and the paddle are sprites, and **sprites are positioned in pixels**, so the play area is measured in pixels: ```basic norun TOPY# = 2 * CH# MAXX# = SCW# - 8 PW# = 144 PY# = 528 LOSEY# = PY# + 32 PSPD# = 10 MSGROW# = 35 TITROW# = 20 ``` `TOPY#` is the ceiling the ball bounces off, two rows down from the top so it clears the HUD line. `MAXX#` is as far right as the ball can go — the window less the ball's own eight pixels. `PW#` is the paddle's width and `PY#` the row of pixels it sits on. `MSGROW#` and `TITROW#` are text rows, counted from the top, for messages. **Cells and pixels are two different coordinate systems, and they meet in exactly one place** — Step 5, where each brick's cell is turned into the rectangle `SOLID` registers. Everywhere else, bricks are in cells and everything that moves is in pixels. ## Step 3: Declare every name first **Goal: a subroutine that can hand an answer back to its caller.** A `GOSUB` gets its own scope. That has one consequence you must design around: - Assigning to a name that already exists **outside** the subroutine walks up and finds it. The change is visible to the caller. - Assigning to a name that has **never been seen before** creates it inside the subroutine. It disappears at `RETURN`, and the caller reads zero — with no error and no warning of any kind. So a subroutine cannot answer through a name it invented itself. Declare the names first, at the top of the program, and then any routine can write to them: ```basic X# = 0 GOSUB SUBA PRINT "THE CALLER SEES " + X# END LABEL SUBA X# = 99 RETURN ``` ```output THE CALLER SEES 99 ``` Take `X# = 0` off the top of that program and it prints `0`. This is why the game opens with a block that names everything before the first `GOSUB`. Arrays go in the same block. Here is the start of it — the names the later steps refer to most; [Step 16](#step-16-put-the-program-together) has the finished block, all 66 of them, and you can paste that in now if you would rather not come back to it: ```basic norun DIM BR#(60) DIM SB#(63) DIM SP#(63) DIM LAY$(6) DIM BSG$(6) SCORE# = 0 HIGH# = 0 LIVES# = 3 LEVEL# = 1 LEFTN# = 0 BSPD# = 4 STATE# = 0 HELD# = 0 PX# = 0 BX# = 0 BY# = 0 BVX# = 0 BVY# = 0 HIT# = 0 BI# = 0 BR2# = 0 ``` `HIT#`, `BI#` and `BR2#` are the three the rule is really about: they are how the collision test in Step 10 answers the routine that called it. **`DIM` belongs at the top and nowhere else.** An array declared inside a `GOSUB` or a loop takes storage from a pool of 4096 elements that is never given back, so a `DIM` that runs repeatedly will eventually end the program: ```basic X# = 0 FOR T# = 1 TO 6000 GOSUB SUBA NEXT T# PRINT "OK " + X# END LABEL SUBA DIM LOC#(4) LOC#(0) = 1 X# = X# + LOC#(0) RETURN ``` ```output ? 8 : RUNTIME ERROR Array of 4 elements does not fit in the 0 remaining value slots ``` A plain number costs nothing, though, so you can create as many of those inside a routine as you like: ```basic X# = 0 FOR T# = 1 TO 20000 GOSUB SUBA NEXT T# PRINT "OK " + X# END LABEL SUBA LOC# = 1 X# = X# + LOC# RETURN ``` ```output OK 20000 ``` Twenty thousand calls, each creating a local, and the program is fine. The rule that survives is the narrow one: **`DIM` at the top, never inside anything.** ### Two rules about writing expressions Both apply everywhere in this chapter, so they are worth fixing in your fingers now. **Parenthesise any expression that mixes `+` and `-`.** Write `(A# - B#) + C#`, not `A# - B# + C#`: ```basic A# = 10 B# = 3 C# = 2 PRINT (A# - B#) + C# END ``` ```output 9 ``` **Parenthesise a condition that uses more than one `AND` or `OR`.** Write `IF (A# = 1 AND B# = 2) AND C# = 3 THEN`: ```basic A# = 1 B# = 2 C# = 3 IF (A# = 1 AND B# = 2) AND C# = 3 THEN PRINT "ALL THREE" END ``` ```output ALL THREE ``` Both habits are free, and both are being made unnecessary: the parser's additive precedence is [`TODO.md` §6 item 35](../TODO.md) and the second `AND` is item 36 beside it. Once those land, the plain forms will mean what they look like they mean, and parentheses you wrote in the meantime will still be correct. ## Step 4: Make the ball and the paddle **Goal: two sprites on the screen, in the right places.** A sprite is a 24-by-21 pattern of pixels. `SPRSAV` loads one from an **integer array of 63 numbers**: three bytes per row, twenty-one rows, most significant bit on the left. A bit that is 1 draws; a bit that is 0 is transparent. ```text byte 0 byte 1 byte 2 7 6 5 4 3 2 1 0 7 6 5 4 3 2 1 0 7 6 5 4 3 2 1 0 ^ column 0 ^ column 23 ``` The ball is an 8-by-8 disc drawn in the **top-left corner** of the pattern. Putting it there means the sprite's position and the ball's pixel rectangle are the same thing, so no part of the game needs to add an offset to work out where the ball actually is: ```text . . # # # # . . 60 . # # # # # # . 126 # # # # # # # # 255 ``` The paddle is a solid bar, 24 wide and 6 deep — the full width of a sprite. `SPRITE`'s x-expand flag doubles it to 48 pixels, and three of those laid end to end make one 144-pixel paddle with no seam. ```basic requires=akgl screenshot=breakout-paddle size=240x120 DIM SB#(63) DIM SP#(63) I# = 0 D# = 0 FOR I# = 0 TO 62 SB#(I#) = 0 SP#(I#) = 0 NEXT I# FOR I# = 0 TO 7 READ D# SB#(I# * 3) = D# NEXT I# FOR I# = 0 TO 17 SP#(I#) = 255 NEXT I# SPRSAV SB#, 1 SPRSAV SP#, 2 SPRSAV SP#, 3 SPRSAV SP#, 4 SPRITE 1, 1, 2 SPRITE 2, 1, 15, 0, 1, 0 SPRITE 3, 1, 15, 0, 1, 0 SPRITE 4, 1, 15, 0, 1, 0 MOVSPR 1, 108, 40 MOVSPR 2, 48, 80 MOVSPR 3, 96, 80 MOVSPR 4, 144, 80 DATA 60, 126, 255, 255, 255, 255, 126, 60 ``` ![The ball above three paddle segments meeting with no seam](images/breakout-paddle.png) Read that from the middle. `SPRSAV SB#, 1` installs the ball's pattern into slot 1. `SPRITE 1, 1, 2` turns slot 1 on in colour 2. `SPRITE 2, 1, 15, 0, 1, 0` turns slot 2 on in colour 15 with the fourth argument after the colour — the x-expand flag — set to 1. `MOVSPR` puts a sprite at a pixel position, measured from its top-left corner. The finished game writes the same 63 numbers out as `DATA`, one row per line, with the bit pattern drawn in a comment beside each, and loads them in a routine called once at startup. [Step 16](#step-16-put-the-program-together) has that routine and both patterns in full; the loops above are the same two patterns spelled shorter so the figure fits on a page. Moving the four sprites is one routine, and every coordinate is worked out into a variable before it is passed: ```basic norun LABEL SHOWSPR MOVSPR 1, BX#, BY# MOVSPR 2, PX#, PY# X2# = PX# + 48 MOVSPR 3, X2#, PY# X3# = PX# + 96 MOVSPR 4, X3#, PY# RETURN ``` **Do not write `MOVSPR 3, PX# + 48, PY#`.** `MOVSPR` reads a leading sign as *move by this much* rather than *move to here*, and an expression beginning with a sign is the relative form. Computing into `X2#` first says exactly what you mean. See [Chapter 8](08-sprites.md#showing-and-moving). ## Step 5: Build the brick wall **Goal: a wall on the screen, and a grid in memory saying which bricks are still standing.** Two things are needed and they are separate: the *state* (which of the sixty bricks are alive) and the *picture* (what the player sees). Keep them in step by always redrawing the row you just changed. ### The layouts A level is six strings of ten characters, `1` for a brick and `0` for a hole, stored as `DATA`: ```basic norun LABEL LAY1 DATA "1111111111" DATA "1111111111" DATA "1111111111" DATA "1111111111" DATA "1111111111" DATA "1111111111" LABEL LAY2 DATA "0011111100" DATA "0111111110" DATA "1111111111" DATA "1111111111" DATA "0111111110" DATA "0011111100" LABEL LAY3 DATA "1010101010" DATA "0101010101" DATA "1111001111" DATA "1100110011" DATA "1011111101" DATA "0110110110" ``` `READ` takes the next `DATA` item, and `RESTORE` moves that cursor to a given place. `RESTORE` accepts a label, so each layout is simply a named position in the `DATA` stream and choosing one is three `IF`s: ```basic norun LABEL LOADLAY N# = MOD((LEVEL# - 1), 3) IF N# = 0 THEN RESTORE LAY1 IF N# = 1 THEN RESTORE LAY2 IF N# = 2 THEN RESTORE LAY3 FOR R# = 0 TO 5 READ LAY$(R#) NEXT R# RETURN ``` Adding a fourth level is a `DATA` block and one more `IF`. **One `READ` cursor walks every `DATA` item in the file, in the order they were written**, no matter which routine is doing the reading. If you have two things to load — a font and a table, say — the one whose `DATA` comes first in the file must be loaded first, or use `RESTORE` to say where to start. ### The grid Turn those strings into a flat array of sixty numbers, and count how many bricks there are while you are at it: ```basic norun LABEL BUILDW LEFTN# = 0 FOR R# = 0 TO 5 S$ = LAY$(R#) GOSUB BUILDR NEXT R# RETURN LABEL BUILDR FOR C# = 0 TO 9 T$ = MID(S$, C#, 1) I# = (R# * BCOLS#) + C# BR#(I#) = 0 IF T$ = "1" THEN BR#(I#) = 1 IF T$ = "1" THEN LEFTN# = LEFTN# + 1 SX# = (BLEFT# + (C# * BRW#)) * CW# SY# = (BTOP# + R#) * CH# IF T$ = "1" THEN SOLID I# + 1, SX#, SY#, SX# + (BRW# * CW#), SY# + CH# IF T$ = "0" THEN SOLID I# + 1 NEXT C# RETURN ``` Two things happen per cell, and the second is what Step 10 is built on. `BR#()` is the program's own record of which bricks are left. **`SOLID` tells the interpreter**, so it can answer "did the ball hit a brick, and which one" instead of the program working it out. The id is the array index plus one — `SOLID` numbers from 1 and the array from 0 — so a rectangle and its array element are the same brick with no lookup between them. A hole retires whatever was there, which matters because a level change reuses the ids. The rectangle is in pixels, and this is the only place the cell grid and the pixel grid meet: a brick at column `C#` starts at `(BLEFT# + C# * BRW#) * CW#` and is `BRW# * CW#` wide. `MID` counts from **zero** here, unlike Commodore BASIC. `BR#(row * 10 + col)` is the brick at that cell; `LEFTN#` is how many are left, so "is the level finished" is a comparison rather than a scan of sixty cells. ### Drawing a row `CHAR` writes a string into the text grid at a row and column. It has one property that decides how the rest of this section is written: **`CHAR` terminates the row where it stops.** Writing at column 12 erases everything from column 13 to the end of the line. So do not write bricks one at a time. Build the whole row as a string and write it once, from column 0: ```basic DIM LAY$(6) DIM BSG$(6) BSG$(0) = "[##]" BSG$(1) = "[##]" BSG$(2) = "[==]" BSG$(3) = "[==]" BSG$(4) = "[--]" BSG$(5) = "[--]" LAY$(0) = "1111111111" LAY$(1) = "1111111111" LAY$(2) = "1101111011" LAY$(3) = "1111111111" LAY$(4) = "1011110111" LAY$(5) = "0110110111" S$ = "" T$ = "" R# = 0 C# = 0 FOR R# = 0 TO 5 GOSUB BUILDROW PRINT S$ NEXT R# END LABEL BUILDROW S$ = " " FOR C# = 0 TO 9 T$ = MID(LAY$(R#), C#, 1) IF T$ = "1" THEN S$ = S$ + BSG$(R#) IF T$ = "0" THEN S$ = S$ + " " NEXT C# RETURN ``` ```output [##][##][##][##][##][##][##][##][##][##] [##][##][##][##][##][##][##][##][##][##] [==][==] [==][==][==][==] [==][==] [==][==][==][==][==][==][==][==][==][==] [--] [--][--][--][--] [--][--][--] [--][--] [--][--] [--][--][--] ``` A missing brick contributes four spaces, so every row is the same length and the columns line up. That block uses `PRINT`, so it runs on either build — which makes it a good way to check your layouts before you have a window. In the game, replace the `PRINT S$` with a `CHAR`, and use the real left margin: ```basic norun LABEL DRAWBR S$ = "" IF BLEFT# > 0 THEN S$ = " " * BLEFT# BSEG$ = BSG$(BR2#) FOR CC# = 0 TO 9 I# = (BR2# * BCOLS#) + CC# IF BR#(I#) = 1 THEN S$ = S$ + BSEG$ IF BR#(I#) = 0 THEN S$ = S$ + " " NEXT CC# R2# = BTOP# + BR2# CHAR 1, 0, R2#, S$ RETURN ``` `" " * BLEFT#` repeats a string, which is how you get a margin of any width. **Tell the rows apart by shape, not by colour.** `CHAR` accepts a colour argument and ignores it — the text layer draws in one colour — so `[##]`, `[==]` and `[--]` are what makes a 60-point row look different from a 10-point one. Drawing the whole wall is then six calls: ```basic norun LABEL DRAWW FOR R# = 0 TO 5 BR2# = R# GOSUB DRAWBR NEXT R# RETURN ``` ## Step 6: Write the main loop **Goal: a loop that runs one frame's worth of work and comes back, for as long as the game lasts.** Write the main loop with `LABEL` and `GOTO`: ```basic norun LABEL TICK GOSUB READKEY IF STATE# <> 0 THEN GOTO DISPATCH IF PAUSED# = 1 THEN GOTO TICKEND GOSUB MOVEPAD IF HELD# = 1 THEN GOSUB HOLDBAL IF HELD# = 0 THEN GOSUB MOVEBAL GOSUB SHOWSPR LABEL TICKEND SLEEP 0.02 GOTO TICK LABEL DISPATCH IF STATE# = 1 THEN GOTO LOSTLIF IF STATE# = 2 THEN GOTO LEVELUP IF STATE# = 3 THEN GOTO BYE IF STATE# = 5 THEN GOTO NEWGAME STATE# = 0 GOTO TICK ``` **A label is one bare word: letters and digits, no underscore.** `TICKEND` is a label; `TICK_END` is a parse error, and the message you get is `UNKNOWN TOKEN _` rather than anything about naming, so it is worth not writing in the first place. The same goes for variable names. `STATE#` is a plain number that the rest of the game writes when something has happened: 0 is playing, 1 is "the ball was lost", 2 is "the level is clear", 3 is "quit", 5 is "start a new game". Nothing acts on it where it is set — the loop notices on the next pass and branches. That keeps every state change in one place and out of the middle of the physics. The branch targets end in `GOTO TICK` rather than `RETURN`. Nothing `GOSUB`s into a state change, so the subroutine stack is empty again by the time the next frame begins. **`SLEEP 0.02` is the frame pacing, and it does not block the host.** It records a deadline and the interpreter declines to advance your program until the clock reaches it, so the window keeps redrawing and the keyboard keeps being read the whole time. 0.02 seconds asks for fifty frames a second. ### Why `GOTO` rather than `DO ... LOOP` A `DO ... LOOP` around the frame would read better, and it is not usable here: **a `GOTO` that jumps out of a `FOR` or a `DO` does not release the loop's scope.** There are 32 scopes, so a game that leaves its main loop once per lost life stops on the thirty-second one: ```basic N# = 0 LABEL TOP DO N# = N# + 1 IF N# < 100 THEN GOTO TOP LOOP UNTIL N# > 99 PRINT "SURVIVED " + N# ``` ```output ? 3 : PARSE ERROR Environment pool exhausted at line 3 (32 in use) ``` A `LABEL`/`GOTO` loop pushes no scope at all, so it can run for as long as the machine is on. Use `FOR` and `DO` freely for work that finishes inside a frame — the wall builder in Step 5 is a `FOR` inside a `FOR` — and use `GOTO` for anything you will branch out of. This is [`TODO.md` §6 item 37](../TODO.md); when it is fixed, `DO ... LOOP` will be available for a main loop too, and a `GOTO` loop will still be correct. ## Step 7: Read the keyboard **Goal: a paddle that moves smoothly while a key is held, using the only input verb there is.** `GET` takes one keystroke from a queue the host fills, and returns 0 if there is nothing waiting. It never blocks. There is **no key-up event and no way to ask whether a key is currently down**. What you get instead is the operating system's own key repeat, arriving as ordinary keypresses about once a frame while a key is held. So: drain the queue every frame, and let each keystroke refill a countdown. ```basic norun LABEL READKEY FOR KI# = 1 TO 8 GET K# IF K# <> 0 THEN GOSUB HANDKEY NEXT KI# RETURN LABEL HANDKEY IF K# = 1073741904 THEN PDIR# = 0 - 1 IF K# = 1073741904 THEN PDEC# = 12 IF K# = 1073741903 THEN PDIR# = 1 IF K# = 1073741903 THEN PDEC# = 12 IF K# = 32 THEN GOSUB KEYSPC IF K# = 112 THEN GOSUB KEYPAU IF K# = 113 THEN STATE# = 3 IF K# = 27 THEN STATE# = 3 RETURN ``` Eight `GET`s a frame is enough to keep the queue from backing up. `PDIR#` is which way to move and `PDEC#` is how many more frames to keep moving; a keypress sets both. The key codes are the host's. 1073741903 and 1073741904 are the right and left arrows, 32 is space, 112 is `P`, 113 is `Q` and 27 is escape. [Chapter 12](12-function-reference.md) says where they come from. A quick way to find any other key is to print what you get: ```basic norun LABEL SHOWKEY GET K# IF K# <> 0 THEN PRINT "KEY " + K# GOTO SHOWKEY ``` Note `0 - 1` rather than `-1` in `PDIR# = 0 - 1`. Both work; writing the subtraction out is the habit that goes with the parenthesising rule from Step 3, and it is what the rest of this chapter does. ## Step 8: Move the paddle **Goal: the paddle moves while the countdown lasts, and stops at both edges.** ```basic norun LABEL MOVEPAD IF PDEC# < 1 THEN GOTO PADCLMP PDEC# = PDEC# - 1 PX# = PX# + (PDIR# * PSPD#) LABEL PADCLMP IF PX# < 0 THEN PX# = 0 M# = SCW# - PW# IF PX# > M# THEN PX# = M# RETURN ``` The countdown is the whole trick. A single tap sets `PDEC#` to 12 and the paddle coasts for twelve frames; holding the key down refills it faster than it drains, so the paddle keeps going. **Held reads as held and tapped reads as a nudge, with no held-key state anywhere.** The clamp is written as a jump to `PADCLMP` rather than wrapped around the movement, because the paddle has to be pushed back inside the window whether it moved this frame or not. `M# = SCW# - PW#` is computed into a variable rather than written inline. Any expression you are about to compare or pass is clearer that way, and it keeps lines short — **a line here holds at most 32 tokens**, so long conditions want breaking up into named pieces anyway. Going over 32 currently stops the interpreter rather than raising a BASIC error you could `TRAP`, which makes a too-long line harder to diagnose than it should be. That is recorded in [`TODO.md` §8](../TODO.md), and the fix is to report it as the parse error it is; the limit itself stays either way, so short lines are the habit regardless. ## Step 9: Move the ball **Goal: a ball that moves, bounces off three walls, and is lost off the bottom.** The ball has a position (`BX#`, `BY#`) and a velocity (`BVX#`, `BVY#`) in pixels per frame. Moving it is adding one to the other — but do the two axes **separately**, and test each move on its own: ```basic norun LABEL MOVEBAL BX# = BX# + BVX# IF BX# < 0 THEN GOSUB WALLL IF BX# > MAXX# THEN GOSUB WALLR BY# = BY# + BVY# IF BY# < TOPY# THEN GOSUB WALLT GOSUB PADHIT IF BY# > LOSEY# THEN STATE# = 1 RETURN ``` **Nothing here tests a brick.** Step 10 arms a handler that fires when the ball meets one, and it pushes the ball out along the contact rather than restoring a remembered position — so there is no "where was it before" to keep. A wall bounce puts the ball on the wall and flips the sign of that axis: ```basic norun LABEL WALLL BX# = 0 BVX# = 0 - BVX# RETURN LABEL WALLR BX# = MAXX# BVX# = 0 - BVX# RETURN LABEL WALLT BY# = TOPY# BVY# = 0 - BVY# RETURN ``` There is no wall at the bottom. Below `LOSEY#` the ball is gone, and the loop's dispatch in Step 6 picks that up. Draw a visible ceiling once, at startup, so the ball turns against something the player can see: ```basic norun FRAME$ = "=" * COLS# CHAR 1, 0, 1, FRAME$ ``` ## Step 10: Break bricks **Goal: find out which brick the ball hit, and take it out of the wall.** Step 5 registered every brick with `SOLID`, so this is not arithmetic — it is a question. Arm a handler: ```basic norun COLLISION 2, BRICKHIT ``` `COLLISION 2` fires when a sprite overlaps one of those rectangles. The handler runs **between source lines**, exactly like a `GOSUB` the program did not write, and must end in `RETURN`. ```basic norun LABEL BRICKHIT M# = BUMP(2) IF (M# AND 1) = 0 THEN RETURN T# = RCOLLISION(1, 1) IF T# < 1 THEN RETURN IF BR#(T# - 1) = 0 THEN RETURN D% = RCOLLISION(1, 4) BX# = BX# + (RCOLLISION(1, 2) * D%) BY# = BY# + (RCOLLISION(1, 3) * D%) A# = RCOLLISION(1, 7) IF A# = 1 THEN BVX# = 0 - BVX# IF A# = 2 THEN BVY# = 0 - BVY# BI# = T# - 1 BR2# = BI# / BCOLS# GOSUB KILLBR RETURN ``` Read it as four questions and an answer. **`BUMP(2)` is the mask of which sprites met static geometry**, and bit 0 is sprite 1 — the ball. Reading it clears it, so the next hit is news again. `BUMP(1)` is a *separate* accumulator for sprite-against-sprite, so this handler never sees the paddle. **`RCOLLISION(1, 1)` is which rectangle.** Because Step 5 registered brick `I#` as id `I# + 1`, that number is the array index plus one and nothing has to be looked up. The two guards after it are worth keeping: a program can be told about a brick it has already broken, because the handler runs a line or two after the overlap happened. **Fields 2, 3 and 4 push the ball out.** Field 4 is how deep the overlap is and fields 2 and 3 are the direction out of the brick, so adding one times the other puts the ball exactly clear. That is why `MOVEBAL` in Step 9 keeps no `OX#`/`OY#` backup — there is nothing to restore to. `D%` is a float variable, and it has to be: field 4 is a float and a `#` would throw the fraction away. The products land in `BX#` and `BY#`, which *are* integers — and that is safe here for a reason worth knowing rather than assuming. A box against a box gives a normal that is exactly -1, 0 or 1, so the product is a whole number before it is stored. Against a circle it would not be, and the push-out would land a pixel short. **Field 7 is which axis to reverse.** It is the one the ball is least far through, which is what makes a ball clipping the end of a row go sideways rather than straight back down. Working it out yourself means comparing two floats, which is exactly where [Chapter 13](13-differences.md)'s left-operand rule catches people, so it is computed for you. Breaking the brick clears its cell, scores it, and redraws **just that row**: ```basic norun LABEL KILLBR BR#(BI#) = 0 SOLID BI# + 1 LEFTN# = LEFTN# - 1 PTS# = (BROWS# - BR2#) * 10 SCORE# = SCORE# + PTS# GOSUB DRAWBR GOSUB DRAWHUD IF LEFTN# < 1 THEN STATE# = 2 RETURN ``` **`SOLID BI# + 1` retires the rectangle in the same breath as clearing the array.** Miss it and the ball goes on bouncing off a brick that is no longer drawn, which is a bewildering thing to debug and an easy thing to forget. The top row is worth 60 and the bottom row 10. `LEFTN#` reaching zero sets the state that Step 6's dispatch turns into a level change. ## Step 11: Bounce off the paddle **Goal: a bounce whose angle is decided by where on the paddle the ball landed.** This is the part that makes it a game rather than a demonstration. Divide the paddle into five zones and let the zone choose the horizontal speed: ```basic norun LABEL PADHIT IF BVY# < 1 THEN RETURN BB# = BY# + 8 IF BB# < PY# THEN RETURN IF BY# > (PY# + 10) THEN RETURN RX# = PX# + PW# IF (BX# + 8) < PX# THEN RETURN IF BX# > RX# THEN RETURN BY# = PY# - 8 BVY# = 0 - BSPD# Z# = ((BX# + 4) - PX#) / (PW# / 5) IF Z# < 0 THEN Z# = 0 IF Z# > 4 THEN Z# = 4 PVX# = BVX# BVX# = (Z# - 2) * 3 IF BVX# <> 0 THEN GOTO PADAIM BVX# = 2 IF PVX# < 0 THEN BVX# = 0 - 2 LABEL PADAIM RETURN ``` The first five lines are the overlap test, each written so it can bail out. `Z#` comes out 0 to 4, so `(Z# - 2) * 3` gives horizontal speeds of -6, -3, 0, +3 and +6. Catch the ball on the left of the paddle and it goes left; catch it in the middle and it goes straight up. **Straight up is a problem, so the middle zone does not give it.** A ball with no sideways speed rises and falls down the same column for ever and never reaches a brick it has not already broken. The last three lines before `PADAIM` catch that case and give the ball a shallow angle in the direction it arrived from instead. That handles the obvious case. The subtle one is a ball that has found some other orbit missing the wall, and the cure for that is a watchdog. Count frames since the last brick, and after ten seconds' worth mark the ball for a new angle. **Add these two lines to the end of `MOVEBAL`** from Step 9, just before its `RETURN`: ```basic norun STALL# = STALL# + 1 IF STALL# > 500 THEN NUDGE# = 1 ``` and **add one line to `KILLBR`** from Step 10, so that hitting a brick resets the count: ```basic norun STALL# = 0 ``` Then apply the nudge at the **next paddle bounce**, never in mid-air — a ball that changes direction in open space looks exactly like it hit something invisible. **Add this line to `PADHIT` above**, immediately before `LABEL PADAIM`: ```basic norun IF NUDGE# = 1 THEN GOSUB UNSTICK ``` ```basic norun LABEL UNSTICK NUDGE# = 0 STALL# = 0 RMAX# = 4 GOSUB RANDOM BVX# = (RND# * 3) - 6 IF BVX# = 0 THEN BVX# = 3 RETURN ``` ### You have to write your own random numbers **There is no `RND` in this dialect**, and no `INT`, `SQR`, `ASC` or `TIMER` either. A linear congruential generator is nine tokens and does the job. Put the number of possible answers in `RMAX#` and read the result from `RND#`: ```basic SEED# = 12345 RMAX# = 6 RND# = 0 I# = 0 FOR I# = 1 TO 5 GOSUB RANDOM PRINT "ROLL " + (RND# + 1) NEXT I# END LABEL RANDOM SEED# = MOD(((SEED# * 1103515245) + 12345), 2147483648) RND# = MOD((SEED# / 65536), RMAX#) RETURN ``` ```output ROLL 1 ROLL 5 ROLL 2 ROLL 1 ROLL 2 ``` The multiplication stays inside a 64-bit integer for any seed below 2147483648, which is why the modulus is that number. The answer is taken from the middle bits — `SEED# / 65536` — because the low bits of a power-of-two modulus barely change from one call to the next. Integer division truncating for free is the `INT` you do not have. Seed it from the clock at startup. `TI#` is the host's uptime in sixtieths of a second, which is different every time the game is run: ```basic norun SEED# = TI# ``` Use `RANDOM` for the serve, too, so the ball does not always leave in the same direction: ```basic norun LABEL SERVE PX# = (SCW# - PW#) / 2 HELD# = 1 BX# = PX# + ((PW# / 2) - 4) BY# = PY# - 10 RMAX# = 2 GOSUB RANDOM BVX# = BSPD# IF RND# = 0 THEN BVX# = 0 - BSPD# BVY# = 0 - BSPD# PDEC# = 0 GOSUB SHOWSPR RETURN ``` `HELD#` is the flag Step 6's loop tests: while it is 1 the ball sits on the paddle, and `HOLDBAL` keeps it there: ```basic norun LABEL HOLDBAL BX# = PX# + ((PW# / 2) - 4) BY# = PY# - 10 RETURN ``` Space clears `HELD#` and the ball launches. That is the `KEYSPC` that Step 7's `HANDKEY` calls: ```basic norun LABEL KEYSPC IF HELD# = 0 THEN RETURN HELD# = 0 GOSUB CLRMSG RETURN ``` Step 15 adds two lines to the top of it. ## Step 12: Draw the HUD and the messages **Goal: a status line and centred messages, both drawn the way `CHAR` wants.** Same rule as the brick rows: build the whole line as one string, then write it once. ```basic V# = 0 P$ = "" H$ = "" SCORE# = 1250 LIVES# = 3 LEVEL# = 2 HIGH# = 9900 V# = SCORE# GOSUB PAD6 H$ = " SCORE " + P$ H$ = (H$ + " LIVES ") + LIVES# H$ = (H$ + " LEVEL ") + LEVEL# V# = HIGH# GOSUB PAD6 H$ = (H$ + " HIGH ") + P$ PRINT H$ END LABEL PAD6 P$ = "" + V# DO WHILE LEN(P$) < 6 P$ = "0" + P$ LOOP RETURN ``` ```output SCORE 001250 LIVES 3 LEVEL 2 HIGH 009900 ``` In the game that becomes a routine called `DRAWHUD`, whose last line is `CHAR 1, 0, 0, H$` instead of `PRINT H$`; everything else is the same, which means you can develop the HUD on either build. [Step 16](#step-16-put-the-program-together) has it written out. `"" + V#` turns a number into a string, and `PAD6` pads it to six digits so the line does not change width as the score grows. Every `+` after the first is parenthesised, for the reason in Step 3. A centred message needs no padding on the right, because `CHAR` terminating the row is what erases whatever was there before: ```basic norun LABEL SHOWAT L# = LEN(MSG$) C2# = (COLS# - L#) / 2 S$ = MSG$ IF C2# > 0 THEN S$ = (" " * C2#) + MSG$ CHAR 1, 0, MROW#, S$ RETURN LABEL CLRAT CHAR 1, 0, MROW#, " " RETURN ``` Set `MSG$` and `MROW#`, then `GOSUB SHOWAT`. Clearing a message is a single space written at column 0 — one character, and the terminator behind it takes the rest of the row with it. Two small wrappers save repeating the row number: ```basic norun LABEL SHOWMSG MROW# = MSGROW# GOSUB SHOWAT RETURN LABEL CLRMSG MROW# = MSGROW# GOSUB CLRAT RETURN ``` ## Step 13: Lives, levels and game over **Goal: the states from Step 6, written out.** Each of these is a branch target, not a subroutine. It does its work and jumps back to `TICK`. Losing a ball: ```basic norun LABEL LOSTLIF LIVES# = LIVES# - 1 GOSUB DRAWHUD IF LIVES# < 1 THEN GOTO GAMEOVR GOSUB SERVE MSG$ = "BALL LOST -- PRESS SPACE" GOSUB SHOWMSG STATE# = 0 GOTO TICK ``` Clearing a level. The ball speeds up each time, to a ceiling: ```basic norun LABEL LEVELUP MSG$ = "LEVEL CLEARED" GOSUB SHOWMSG SLEEP 1.5 LEVEL# = LEVEL# + 1 IF BSPD# < 7 THEN BSPD# = BSPD# + 1 GOSUB NEWLEV STATE# = 0 GOTO TICK LABEL NEWLEV GOSUB LOADLAY GOSUB BUILDW GOSUB DRAWW GOSUB DRAWHUD GOSUB SERVE MSG$ = "PRESS SPACE TO LAUNCH" GOSUB SHOWMSG RETURN ``` Game over waits for a key in a small loop of its own: ```basic norun LABEL GAMEOVR MSG$ = "GAME OVER -- SPACE PLAYS AGAIN, Q QUITS" GOSUB SHOWMSG LABEL GOWAIT GET K# IF K# = 32 THEN GOTO NEWGAME IF K# = 113 THEN GOTO BYE IF K# = 27 THEN GOTO BYE SLEEP 0.05 GOTO GOWAIT ``` And quitting turns the sprites off, so they are not left on the screen behind the final message: ```basic norun LABEL BYE SPRITE 1, 0 SPRITE 2, 0 SPRITE 3, 0 SPRITE 4, 0 SCNCLR PRINT "BREAKOUT" PRINT "FINAL SCORE " + SCORE# PRINT "HIGH SCORE " + HIGH# SLEEP 2 QUIT ``` The high score is one comparison, called whenever the score changes: ```basic norun LABEL HISCORE IF SCORE# > HIGH# THEN HIGH# = SCORE# RETURN ``` **There is nowhere to save it.** This interpreter has no disk — see [Chapter 9](09-files-and-disk.md) — so the high score lasts as long as the process does. ## Step 14: Add sound **Goal: sound where there is a sound device, silence where there is not, and no crash either way.** `SOUND` refuses on a machine with no audio device, and an untrapped refusal ends the program. So ask once at startup, remember the answer, and never ask again. Here is the idea on its own, as a program you can run to see which kind of machine you are on: ```basic requires=noakgl SND# = 1 TRAP NOAUDIO SOUND 1, 2000, 1 TRAP IF SND# = 1 THEN PRINT "SOUND IS AVAILABLE" IF SND# = 0 THEN PRINT "NO AUDIO DEVICE, PLAYING SILENTLY" END LABEL NOAUDIO SND# = 0 RESUME NEXT ``` ```output NO AUDIO DEVICE, PLAYING SILENTLY ``` That output is from the plain build, which has no devices at all; on the SDL build the same program prints the other line. `TRAP NOAUDIO` arms a handler. `RESUME NEXT` returns to the statement after the one that failed. **`TRAP` with no argument disarms it again** — leave it armed and the next refusal anywhere in your game is silently swallowed. See [Chapter 4](04-control-flow.md#trapping-errors). In the game that becomes a routine and its handler, called once from the setup block before anything else makes a noise: ```basic norun LABEL SNDPROBE SND# = 1 TRAP NOAUDIO SOUND 1, 2000, 1 TRAP RETURN LABEL NOAUDIO SND# = 0 RESUME NEXT ``` `NOAUDIO` has no `RETURN` of its own, and must not have one: `RESUME NEXT` is what leaves a handler, and it goes back into `SNDPROBE` at the `TRAP` after the `SOUND` — so the disarm still happens and the `RETURN` after it is the one that runs. After that, every sound is one line guarded by the flag: ```basic norun LABEL BEEPB IF SND# = 1 THEN SOUND 1, 12000, 2 RETURN LABEL BEEPP IF SND# = 1 THEN SOUND 2, 6000, 3 RETURN LABEL BEEPW IF SND# = 1 THEN SOUND 3, 9000, 1 RETURN LABEL BEEPL IF SND# = 1 THEN SOUND 1, 1500, 20 RETURN ``` Then call them. Each is one `GOSUB` added to a routine you already have: | Add | To | From | |---|---|---| | `GOSUB BEEPB` | `KILLBR`, before its `RETURN` | [Step 10](#step-10-break-bricks) | | `GOSUB BEEPP` | `PADHIT`, at `LABEL PADAIM` | [Step 11](#step-11-bounce-off-the-paddle) | | `GOSUB BEEPW` | `WALLL`, `WALLR` and `WALLT`, in all three | [Step 9](#step-9-move-the-ball) | | `GOSUB BEEPL` | `LOSTLIF`, as its first line | [Step 13](#step-13-lives-levels-and-game-over) | So `WALLL` from Step 9 becomes: ```basic norun LABEL WALLL BX# = 0 BVX# = 0 - BVX# GOSUB BEEPW RETURN ``` and `WALLR` and `WALLT` take the same line in the same place. **`SOUND`'s frequency argument is a SID register value, not hertz.** The pitch you get is `register * 1022730 / 16777216`, so 12000 is about 732 Hz. Work the notes you want out once and write the numbers down in a comment beside them; [Chapter 7](07-sound.md#sound) has the arithmetic. ## Step 15: Add an attract mode **Goal: a title screen that plays the game by itself.** This is not decoration. A demo that plays for two minutes exercises the ball, the bricks, the level change and the speed-up *together*, for thousands of frames, which is the only way some defects show up at all. One flag is the whole difference between the demo and a real game: ```basic norun LABEL TITLE DEMO# = 1 SCORE# = 0 LIVES# = 3 LEVEL# = 1 BSPD# = 4 GOSUB LOADLAY GOSUB BUILDW GOSUB DRAWW GOSUB DRAWHUD GOSUB TITTEXT GOSUB SERVE STATE# = 0 GOTO TICK ``` Everything else is four small edits to routines you already have. Each one says which. **In `MOVEPAD`** from Step 8, add these two lines at the top, immediately after the `LABEL`, so that a demo paddle is driven by the machine instead of by `PDEC#`: ```basic norun IF DEMO# = 1 THEN GOSUB DEMOPAD IF DEMO# = 1 THEN GOTO PADCLMP ``` The demo paddle tracks the ball — but **aims off-centre by a random amount**, chosen afresh at every bounce: ```basic norun LABEL DEMOPAD TX# = (BX# + 4) - (PW# / 2) TX# = TX# + DOFF# D# = TX# - PX# IF D# > PSPD# THEN D# = PSPD# M# = 0 - PSPD# IF D# < M# THEN D# = M# PX# = PX# + D# RETURN LABEL DEMOAIM RMAX# = 81 GOSUB RANDOM DOFF# = RND# - 40 RETURN ``` `DOFF#` is between -40 and +40 pixels of deliberate error, so the machine plays like something with a hand on the paddle and occasionally misses. **A demo that tracks perfectly never loses a ball and therefore never tests losing one.** `DEMOAIM` has to be called from somewhere, and the somewhere is the bounce. **In `PADHIT`** from Step 11, beside the `NUDGE#` line and immediately before `LABEL PADAIM`: ```basic norun IF DEMO# = 1 THEN GOSUB DEMOAIM ``` **In `KEYSPC`** from Step 11, add two lines at the top, so that space starts a real game rather than launching the demo's ball: ```basic norun LABEL KEYSPC IF DEMO# = 1 THEN STATE# = 5 IF DEMO# = 1 THEN RETURN IF HELD# = 0 THEN RETURN HELD# = 0 GOSUB CLRMSG RETURN ``` **In `LOSTLIF`** from Step 13, add one line at the top, so a lost ball re-serves rather than costing a life: ```basic norun LABEL LOSTLIF IF DEMO# = 1 THEN GOTO DEMOSRV LIVES# = LIVES# - 1 ``` with the branch target it needs: ```basic norun LABEL DEMOSRV GOSUB SERVE HELD# = 0 STATE# = 0 GOTO TICK ``` **In `SERVE`** from Step 11, add one line after `HELD# = 1`, so the demo's ball launches by itself: ```basic norun IF DEMO# = 1 THEN HELD# = 0 ``` **In `KILLBR`** from Step 10, guard the scoreboard, because the machine does not get on it: ```basic norun IF DEMO# = 0 THEN GOSUB HISCORE ``` Leave it running and watch the score climb. That is your test suite for everything the unit tests cannot reach. ## Step 16: Put the program together **Goal: one file, in an order that runs.** A program runs from the top, so the order of the file matters in three places and nowhere else: the setup has to come first, `DATA` has to be in the order it will be read, and every `LABEL` has to exist somewhere. Subroutines can go in any order you like. This is the shape of the whole file: ```text LABEL SETUP the geometry from Step 2 the declaration block from Step 3 the brick faces from Step 5 SEED# = TI# the ceiling from Step 9 GOSUB MKSPR Step 4 GOSUB SNDPROBE Step 14 COLLISION 2, BRICKHIT Step 10 GOTO TITLE the sprite routine, the sound routines, the title screen, the game and level setup, the main loop, the input routines, the paddle, the ball, the drawing routines, the state changes --- in any order --- the sprite patterns as DATA Step 4 the level layouts as DATA Step 5 ``` The two `DATA` blocks come last because nothing else in the program uses `DATA`, and the sprite patterns are read before the layouts because `MKSPR` runs before `LOADLAY` does. Change that order and each loader gets the other one's numbers. ### Declare all of it Step 3 showed the shape of the declaration block. Here it is in full — every name the finished game uses, and nothing gets to be created later: ```basic norun DIM BR#(60) DIM SB#(63) DIM SP#(63) DIM LAY$(6) DIM BSG$(6) SCORE# = 0 HIGH# = 0 LIVES# = 3 LEVEL# = 1 LEFTN# = 0 BSPD# = 4 STATE# = 0 DEMO# = 0 PAUSED# = 0 HELD# = 0 PDIR# = 0 PDEC# = 0 PX# = 0 BX# = 0 BY# = 0 BVX# = 0 BVY# = 0 K# = 0 HIT# = 0 PVX# = 0 DOFF# = 0 STALL# = 0 NUDGE# = 0 BI# = 0 BR2# = 0 PTS# = 0 SX# = 0 SY# = 0 A# = 0 M# = 0 D% = 0.0 V# = 0 L# = 0 C2# = 0 D# = 0 M# = 0 X2# = 0 X3# = 0 Z# = 0 BB# = 0 RX# = 0 N# = 0 MROW# = 0 RMAX# = 2 RND# = 0 SND# = 0 SEED# = 0 P$ = "" H$ = "" S$ = "" T$ = "" MSG$ = "" BSEG$ = "" FRAME$ = "" I# = 0 R# = 0 R2# = 0 C# = 0 CC# = 0 KI# = 0 T# = 0 ``` That is 65 names out of the 128 the interpreter has. Loop counters are in there too — `I#`, `R#`, `C#`, `CC#`, `KI#` — because a `FOR` creates its counter the same way a `GOSUB` creates a local, and declaring them costs nothing. ### The routines the earlier steps referred to but did not show Four small ones, for completeness. Loading the sprite patterns at startup, which is Step 4 turned into a routine: ```basic norun LABEL MKSPR FOR I# = 0 TO 62 READ SB#(I#) NEXT I# FOR I# = 0 TO 62 READ SP#(I#) NEXT I# SPRSAV SB#, 1 SPRITE 1, 1, 2 SPRSAV SP#, 2 SPRSAV SP#, 3 SPRSAV SP#, 4 SPRITE 2, 1, 15, 0, 1, 0 SPRITE 3, 1, 15, 0, 1, 0 SPRITE 4, 1, 15, 0, 1, 0 RETURN ``` Note this reads **all 63 numbers** for each pattern, so the `DATA` at the foot of the file is 21 lines of three numbers per sprite rather than the shortened form Step 4's figure used. Here are both, and the ball's is worth reading against the bit diagram in Step 4: ```basic norun DATA 60, 0, 0 DATA 126, 0, 0 DATA 255, 0, 0 DATA 255, 0, 0 DATA 255, 0, 0 DATA 255, 0, 0 DATA 126, 0, 0 DATA 60, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 255, 255, 255 DATA 255, 255, 255 DATA 255, 255, 255 DATA 255, 255, 255 DATA 255, 255, 255 DATA 255, 255, 255 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 DATA 0, 0, 0 ``` Eight rows of ball in the top-left corner and thirteen empty ones; six solid rows of paddle and fifteen empty ones. The zeros are not optional — `MKSPR` reads 63 numbers per pattern and will take them from the level layouts if they are not there. The HUD, which is Step 12's block with `CHAR` instead of `PRINT`: ```basic norun LABEL DRAWHUD V# = SCORE# GOSUB PAD6 H$ = " SCORE " + P$ H$ = (H$ + " LIVES ") + LIVES# H$ = (H$ + " LEVEL ") + LEVEL# V# = HIGH# GOSUB PAD6 H$ = (H$ + " HIGH ") + P$ CHAR 1, 0, 0, H$ RETURN ``` Pause, which is the `P` key from Step 7, and which the demo ignores: ```basic norun LABEL KEYPAU IF DEMO# = 1 THEN RETURN PAUSED# = 1 - PAUSED# IF PAUSED# = 1 THEN MSG$ = "PAUSED" IF PAUSED# = 1 THEN GOSUB SHOWMSG IF PAUSED# = 0 THEN GOSUB CLRMSG RETURN ``` Starting a real game, which is what `STATE# = 5` dispatches to, and the title text and its eraser: ```basic norun LABEL NEWGAME DEMO# = 0 SCORE# = 0 LIVES# = 3 LEVEL# = 1 BSPD# = 4 PAUSED# = 0 GOSUB CLRTIT GOSUB NEWLEV STATE# = 0 GOTO TICK LABEL TITTEXT MROW# = TITROW# MSG$ = "B R E A K O U T" GOSUB SHOWAT MROW# = TITROW# + 2 MSG$ = "PRESS SPACE TO PLAY" GOSUB SHOWAT MROW# = TITROW# + 4 MSG$ = "ATTRACT MODE" GOSUB SHOWAT RETURN LABEL CLRTIT MROW# = TITROW# GOSUB CLRAT MROW# = TITROW# + 2 GOSUB CLRAT MROW# = TITROW# + 4 GOSUB CLRAT RETURN ``` ### Check it before you have a window Run the assembled file through the plain build first: ```sh norun $ ./build/basic mybreakout.bas ``` It will stop at the first `RGR` with a message about a missing graphics device — which means everything above that point parsed, and that is the whole of what this check is for. A parse error, a bad line number or an `OUT OF DATA` here is a real problem, and it is far easier to find without a window in the way. Then run it properly: ```sh norun $ ./build-akgl/basic mybreakout.bas ``` ## The rules this listing never breaks A checklist to write your own game against. | Rule | Because | Where | |---|---|---| | `DIM` at the top, never inside a loop or a `GOSUB` | An array created inside a scope takes pool storage that is never returned | [Step 3](#step-3-declare-every-name-first) | | Declare any name a subroutine has to answer through | A name first seen inside a `GOSUB` dies at `RETURN`, silently | [Step 3](#step-3-declare-every-name-first) | | Parenthesise every mixed `+` and `-` | `a - b + c` is currently evaluated as `a - (b + c)` | [Step 3](#step-3-declare-every-name-first) | | Parenthesise a second `AND` or `OR` | Only one unparenthesised `AND` or `OR` is matched per expression | [Step 3](#step-3-declare-every-name-first) | | Compute a `MOVSPR` coordinate into a variable first | A leading sign means *move by*, not *move to* | [Step 4](#step-4-make-the-ball-and-the-paddle) | | Retire a `SOLID` when the thing it stood for is gone | The ball goes on bouncing off a brick that is no longer drawn | [Step 10](#step-10-break-bricks) | | Build a text row whole and write it from column 0 | `CHAR` terminates the row where it stops | [Step 5](#step-5-build-the-brick-wall) | | Tell rows apart by shape, not colour | `CHAR` ignores its colour argument | [Step 5](#step-5-build-the-brick-wall) | | Loop the game with `GOTO`, and never jump out of a `DO` | A `GOTO` out of a loop does not release the loop's scope, and there are 32 | [Step 6](#step-6-write-the-main-loop) | | Name things with letters and digits only | There is no underscore in an identifier, and the error names the character rather than the name | [Step 6](#step-6-write-the-main-loop) | | Keep a line under 32 tokens | The 33rd stops the interpreter rather than raising an error you can `TRAP` | [Step 8](#step-8-move-the-paddle) | | Span a loop across lines, and never write `FOR I# = 1 TO 1` | A whole loop on one line does not loop; equal bounds run the body zero times | [Chapter 13](13-differences.md) | | Probe for a device once and remember the answer | An untrapped refusal ends the program | [Step 14](#step-14-add-sound) | ## The picture at the top of this chapter Every figure in this guide is generated by running the listing beside it, and the one at the top of this chapter is no exception. It is the game's own drawing code — the row builder from Step 5, the sprite patterns from Step 4, the HUD from Step 12 — with the numbers filled in by hand and no main loop, so it draws one frame and stops. Type it in and you have a still of the game before you have written any of the game: ```basic requires=akgl screenshot=breakout-game size=800x600 text=1 DIM SB#(63) DIM SP#(63) DIM BSG$(6) DIM LAY$(6) I# = 0 R# = 0 C# = 0 S$ = "" T$ = "" SCNCLR COLS# = RWINDOW(1) BLEFT# = (COLS# - 40) / 2 BSG$(0) = "[##]" BSG$(1) = "[##]" BSG$(2) = "[==]" BSG$(3) = "[==]" BSG$(4) = "[--]" BSG$(5) = "[--]" LAY$(0) = "1111111111" LAY$(1) = "1111111111" LAY$(2) = "1111111111" LAY$(3) = "0111111110" LAY$(4) = "0110110110" LAY$(5) = "0010110100" CHAR 1, 0, 0, " SCORE 001250 LIVES 3 LEVEL 2 HIGH 009900" CHAR 1, 0, 1, "=" * COLS# FOR R# = 0 TO 5 S$ = " " * BLEFT# FOR C# = 0 TO 9 T$ = MID(LAY$(R#), C#, 1) IF T$ = "1" THEN S$ = S$ + BSG$(R#) IF T$ = "0" THEN S$ = S$ + " " NEXT C# I# = 4 + R# CHAR 1, 0, I#, S$ NEXT R# CHAR 1, 0, 35, " PRESS SPACE TO LAUNCH" FOR I# = 0 TO 62 SB#(I#) = 0 SP#(I#) = 0 NEXT I# FOR I# = 0 TO 7 READ SB#(I# * 3) NEXT I# FOR I# = 0 TO 17 SP#(I#) = 255 NEXT I# SPRSAV SB#, 1 SPRSAV SP#, 2 SPRSAV SP#, 3 SPRSAV SP#, 4 SPRITE 1, 1, 2 SPRITE 2, 1, 15, 0, 1, 0 SPRITE 3, 1, 15, 0, 1, 0 SPRITE 4, 1, 15, 0, 1, 0 MOVSPR 1, 396, 518 MOVSPR 2, 328, 528 MOVSPR 3, 376, 528 MOVSPR 4, 424, 528 DATA 60, 126, 255, 255, 255, 255, 126, 60 ``` ![](images/breakout-game.png) ## Where to go next - **[Chapter 18](18-tutorial-breakout-artwork.md)** builds Breakout again out of loaded artwork, with powerups and a coloured HUD. It is a bigger program and it teaches the drawing verbs, which this chapter never uses. - **[Chapter 13](13-differences.md)** is the full list of what this dialect does differently from BASIC 7.0. - **[Chapter 8](08-sprites.md)** is the sprite reference, and **[Chapter 4](04-control-flow.md)** is the whole of `GOSUB`, `TRAP` and the loop forms. - **[Chapter 14](14-architecture.md)** is the interpreter itself: the step loop, the pools and how to debug a program that stops for no visible reason.