A GALAGA-style fixed shooter whose engine is C on libakgl (null physics) with the interpreter embedded as the scripting engine that owns every enemy's behavior. One DEF-only script is called per enemy per frame through a custom akgl_Actor update hook; SELF@, ACTOR@ and GAME@ are host bindings, so the script reads and writes the engine's real memory -- the boss even swaps its own damage sprite by raising an actor state bit from BASIC. Bullets, collision, scoring and screens stay C. Structure arguments were measured and rejected for the per-frame path: each pointer parameter spends a value-pool slot the pool never reclaims, 1,015 calls to exhaustion against an unbounded rebind (issue #36). Built when AKBASIC_WITH_AKGL=ON. Two CTest entries: a 600-frame headless autoplay run under the dummy SDL drivers, and an interop round-trip test that links the real script.c and galaga.bas and pins the four boundary claims, 24,000 sustained calls among them. docs_galaga_figures regenerates the two checked-in figures. Art is Kenney CC0, byte for byte, with provenance. Co-authored-by: andrew <andrew@aklabs.net> Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
735 B
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735 B
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