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>
176 lines
5.7 KiB
Markdown
176 lines
5.7 KiB
Markdown
# 8. Sprites
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Eight sprites, numbered 1 to 8, as on a C128. They need the SDL build.
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A sprite here is a real object in the host's graphics library, registered alongside
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whatever the host's own game is drawing — so a game that embeds this interpreter can
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see and manipulate a script's sprites.
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## Giving a sprite a picture
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`SPRSAV` does it, and it takes three kinds of source.
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### From an image file
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```basic requires=akgl setup=ship
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10 SPRSAV "ship.png", 1
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```
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The most useful form, and not one a C128 has. The path is tried against the working
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directory first and then against the directory the running program was loaded from — so
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a `.bas` stored beside its artwork works wherever you launch it from. Anything the
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image library can decode will do.
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A sprite loaded this way takes **the image's own size**. It is not forced to 24 by 21.
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### From a saved region
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```basic requires=akgl
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10 BOX 1, 0, 0, 24, 21
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20 SSHAPE A$, 0, 0, 24, 21
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30 SPRSAV A$, 1
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```
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Draw it with the graphics verbs, capture it, install it. The C128 documents `SPRSAV`'s
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string as the `SSHAPE` data format at a fixed 24 by 21, so sharing the mechanism is
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faithful rather than a shortcut.
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### From data
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```basic norun
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10 DIM P#(63)
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20 FOR I# = 0 TO 62
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30 READ P#(I#)
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40 NEXT I#
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50 SPRSAV P#, 1
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60 DATA 255, 129, 129, ...
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```
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63 bytes: three per row, twenty-one rows, most significant bit leftmost. This is the
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form a type-in listing uses.
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**It takes an integer array, not a string.** A C128 puts the raw bytes in a string; a
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string here is NUL-terminated, so it cannot hold a zero byte and therefore cannot hold
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a sprite. `DIM P#(63)` is exactly the right size.
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Writing a sprite back out — `SPRSAV 1, A$` — is refused. That would be a disk
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operation.
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## Showing and moving
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```basic requires=akgl screenshot=sprites
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10 COLOR 1, 2
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20 CIRCLE 1, 20, 20, 18, 18
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30 PAINT 1, 20, 20
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40 SSHAPE A$, 0, 0, 40, 40
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50 GRAPHIC 1, 1
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60 FOR N# = 1 TO 3
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70 SPRSAV A$, N#
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80 NEXT N#
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90 SPRITE 1, 1
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100 SPRITE 2, 1, 6
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110 SPRITE 3, 1, 8, 0, 1, 1
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120 MOVSPR 1, 30, 80
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130 MOVSPR 2, 110, 80
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140 MOVSPR 3, 190, 60
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```
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Three sprites from one drawing: the first in the default colour, the second in colour
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6, and the third in colour 8 with both expansion bits set, which is what makes it twice
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the size. `GRAPHIC 1, 1` on line 50 wipes the drawing the sprites were captured from —
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the picture would otherwise still show the original disc in the top-left corner.
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**A sprite's colour multiplies the artwork rather than replacing it**, so a white disc
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takes the colour cleanly and a coloured one comes out darker than you asked for.
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`SPRITE n [,on] [,colour] [,priority] [,xexpand] [,yexpand] [,multicolour]`. Only the
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number is required and **an argument you leave out is left alone**, so `SPRITE 1, 1`
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turns sprite 1 on without disturbing its colour.
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`MOVSPR` has four forms, and the punctuation is what tells them apart:
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| Form | What it does |
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|---|---|
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| `MOVSPR 1, 100, 50` | put it at (100, 50) |
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| `MOVSPR 1, +10, -20` | move it *by* that much |
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| `MOVSPR 1, 10 ; 90` | move it 10 pixels along bearing 90 |
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| `MOVSPR 1, 45 # 8` | set it moving along bearing 45 at speed 8 |
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A bearing is degrees **clockwise from straight up**, so 0 is north and 90 is east. In
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the polar form the distance comes first and the angle second — the opposite order from
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the continuous form, which is a trap worth remembering.
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The continuous form does not move anything on the statement itself. The sprite moves as
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the program runs, paced by the host's clock. Speed 0 stops it.
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Coordinates are the same window pixels the drawing verbs use, not the VIC-II's raster
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coordinates — see Chapter 6, and `RGR(1)` and `RGR(2)` for how big the window is.
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`SCALE` does not apply to them: a sprite is positioned in device pixels whatever the
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drawing verbs are doing.
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## Collision
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```basic norun
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10 COLLISION 1, BUMPED
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20 REM ... main loop ...
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90 GOTO 20
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100 LABEL BUMPED
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110 PRINT "HIT: " + BUMP(1)
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120 RETURN
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```
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`COLLISION 1, target` calls a subroutine when two sprites overlap. The handler is
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entered between lines and must end in `RETURN`, exactly like a `GOSUB` body. Omitting
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the target disarms it.
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`BUMP(1)` returns a bitmask of which sprites have collided — bit 0 is sprite 1 — and
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**reading it clears it**, which is what makes "has anything hit me since I last looked"
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answerable.
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Only type 1, sprite-to-sprite, is implemented. Types 2 and 3 are refused by name.
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Collision is by bounding box, not by pixel: two sprites whose boxes overlap but whose
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artwork does not are reported as colliding.
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```basic requires=akgl screenshot=sprite-collision
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10 COLOR 1, 2
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20 CIRCLE 1, 20, 20, 14, 14
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30 PAINT 1, 20, 20
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40 BOX 1, 0, 0, 40, 40
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50 SSHAPE A$, 0, 0, 40, 40
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60 GRAPHIC 1, 1
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70 SPRSAV A$, 1
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80 SPRSAV A$, 2
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90 SPRITE 1, 1, 6
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100 SPRITE 2, 1, 3
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110 MOVSPR 1, 110, 55
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120 MOVSPR 2, 145, 90
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```
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The artwork here includes a border around the whole 40 by 40 sprite, so each sprite
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draws its own bounding box. Those boxes overlap at one corner and the two discs are
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nowhere near each other — and `BUMP(1)` reports a collision.
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## Reading state back
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| Function | Gives |
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|---|---|
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| `RSPPOS(n, 0)` | x |
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| `RSPPOS(n, 1)` | y |
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| `RSPPOS(n, 2)` | speed |
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| `RSPRITE(n, f)` | one of `SPRITE`'s settings, in `SPRITE`'s own argument order |
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| `RSPCOLOR(1)` or `RSPCOLOR(2)` | one of the shared multicolour registers |
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These read the interpreter's own state rather than asking the device, so they work
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even with no device attached.
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## SPRDEF
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Not implemented, and deliberately. It is an interactive full-screen sprite editor
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driven by single keystrokes, not something a program can call — and this interpreter
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does not own the screen it would take over. The three `SPRSAV` forms replace it.
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