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
336 lines
12 KiB
Markdown
336 lines
12 KiB
Markdown
# 8. Sprites
|
|
|
|
Eight sprites, numbered 1 to 8, as on a C128. They need the SDL build.
|
|
|
|
A sprite here is a real object in the host's graphics library, registered alongside
|
|
whatever the host's own game is drawing — so a game that embeds this interpreter can
|
|
see and manipulate a script's sprites.
|
|
|
|
## Giving a sprite a picture
|
|
|
|
`SPRSAV` does it, and it takes three kinds of source.
|
|
|
|
### From an image file
|
|
|
|
```basic requires=akgl setup=ship
|
|
10 SPRSAV "ship.png", 1
|
|
```
|
|
|
|
The most useful form, and not one a C128 has. The path is tried against the working
|
|
directory first and then against the directory the running program was loaded from — so
|
|
a `.bas` stored beside its artwork works wherever you launch it from. Anything the
|
|
image library can decode will do.
|
|
|
|
A sprite loaded this way takes **the image's own size**. It is not forced to 24 by 21.
|
|
|
|
### From a saved region
|
|
|
|
```basic requires=akgl
|
|
10 BOX 1, 0, 0, 24, 21
|
|
20 SSHAPE A$, 0, 0, 24, 21
|
|
30 SPRSAV A$, 1
|
|
```
|
|
|
|
Draw it with the graphics verbs, capture it, install it. The C128 documents `SPRSAV`'s
|
|
string as the `SSHAPE` data format at a fixed 24 by 21, so sharing the mechanism is
|
|
faithful rather than a shortcut.
|
|
|
|
### From data
|
|
|
|
```basic norun
|
|
10 DIM P#(63)
|
|
20 FOR I# = 0 TO 62
|
|
30 READ P#(I#)
|
|
40 NEXT I#
|
|
50 SPRSAV P#, 1
|
|
60 DATA 255, 129, 129, ...
|
|
```
|
|
|
|
63 bytes: three per row, twenty-one rows, most significant bit leftmost. This is the
|
|
form a type-in listing uses.
|
|
|
|
**It takes an integer array, not a string.** A C128 puts the raw bytes in a string; a
|
|
string here is NUL-terminated, so it cannot hold a zero byte and therefore cannot hold
|
|
a sprite. `DIM P#(63)` is exactly the right size.
|
|
|
|
Writing a sprite back out — `SPRSAV 1, A$` — is refused. That would be a disk
|
|
operation.
|
|
|
|
## Showing and moving
|
|
|
|
```basic requires=akgl screenshot=sprites
|
|
10 COLOR 1, 2
|
|
20 CIRCLE 1, 20, 20, 18, 18
|
|
30 PAINT 1, 20, 20
|
|
40 SSHAPE A$, 0, 0, 40, 40
|
|
50 GRAPHIC 1, 1
|
|
60 FOR N# = 1 TO 3
|
|
70 SPRSAV A$, N#
|
|
80 NEXT N#
|
|
90 SPRITE 1, 1
|
|
100 SPRITE 2, 1, 6
|
|
110 SPRITE 3, 1, 8, 0, 1, 1
|
|
120 MOVSPR 1, 30, 80
|
|
130 MOVSPR 2, 110, 80
|
|
140 MOVSPR 3, 190, 60
|
|
```
|
|
|
|

|
|
|
|
Three sprites from one drawing: the first in the default colour, the second in colour
|
|
6, and the third in colour 8 with both expansion bits set, which is what makes it twice
|
|
the size. `GRAPHIC 1, 1` on line 50 wipes the drawing the sprites were captured from —
|
|
the picture would otherwise still show the original disc in the top-left corner.
|
|
|
|
**A sprite's colour multiplies the artwork rather than replacing it**, so a white disc
|
|
takes the colour cleanly and a coloured one comes out darker than you asked for.
|
|
|
|
`SPRITE n [,on] [,colour] [,priority] [,xexpand] [,yexpand] [,multicolour]`. Only the
|
|
number is required and **an argument you leave out is left alone**, so `SPRITE 1, 1`
|
|
turns sprite 1 on without disturbing its colour.
|
|
|
|
`MOVSPR` has four forms, and the punctuation is what tells them apart:
|
|
|
|
| Form | What it does |
|
|
|---|---|
|
|
| `MOVSPR 1, 100, 50` | put it at (100, 50) |
|
|
| `MOVSPR 1, +10, -20` | move it *by* that much |
|
|
| `MOVSPR 1, 10 ; 90` | move it 10 pixels along bearing 90 |
|
|
| `MOVSPR 1, 45 # 8` | set it moving along bearing 45 at speed 8 |
|
|
|
|
A bearing is degrees **clockwise from straight up**, so 0 is north and 90 is east. In
|
|
the polar form the distance comes first and the angle second — the opposite order from
|
|
the continuous form, which is a trap worth remembering.
|
|
|
|
The continuous form does not move anything on the statement itself. The sprite moves as
|
|
the program runs, paced by the host's clock. Speed 0 stops it.
|
|
|
|
Coordinates are the same window pixels the drawing verbs use, not the VIC-II's raster
|
|
coordinates — see Chapter 6, and `RGR(1)` and `RGR(2)` for how big the window is.
|
|
`SCALE` does not apply to them: a sprite is positioned in device pixels whatever the
|
|
drawing verbs are doing.
|
|
|
|
## Collision
|
|
|
|
```basic norun
|
|
10 COLLISION 1, BUMPED
|
|
20 REM ... main loop ...
|
|
90 GOTO 20
|
|
100 LABEL BUMPED
|
|
110 PRINT "HIT: " + BUMP(1)
|
|
120 RETURN
|
|
```
|
|
|
|
`COLLISION 1, target` calls a subroutine when two sprites overlap. The handler is
|
|
entered between lines and must end in `RETURN`, exactly like a `GOSUB` body. Omitting
|
|
the target disarms it.
|
|
|
|
`BUMP(1)` returns a bitmask of which sprites have collided — bit 0 is sprite 1 — and
|
|
**reading it clears it**, which is what makes "has anything hit me since I last looked"
|
|
answerable.
|
|
|
|
Type 1 is sprite against sprite and **type 2 is sprite against the static geometry
|
|
`SOLID` registers** — a second handler, on its own accumulator, so the two never disturb
|
|
each other. Type 3 is refused: there is no light pen.
|
|
|
|
Collision is by shape, not by pixel, and a sprite nobody has shaped collides with its
|
|
whole picture — so two sprites whose frames overlap but whose artwork does not are
|
|
reported as colliding.
|
|
|
|
```basic requires=akgl screenshot=sprite-collision
|
|
10 COLOR 1, 2
|
|
20 CIRCLE 1, 20, 20, 14, 14
|
|
30 PAINT 1, 20, 20
|
|
40 BOX 1, 0, 0, 40, 40
|
|
50 SSHAPE A$, 0, 0, 40, 40
|
|
60 GRAPHIC 1, 1
|
|
70 SPRSAV A$, 1
|
|
80 SPRSAV A$, 2
|
|
90 SPRITE 1, 1, 6
|
|
100 SPRITE 2, 1, 3
|
|
110 MOVSPR 1, 110, 55
|
|
120 MOVSPR 2, 145, 90
|
|
```
|
|
|
|

|
|
|
|
The artwork here includes a border around the whole 40 by 40 sprite, so each sprite
|
|
draws its own bounding box. Those boxes overlap at one corner and the two discs are
|
|
nowhere near each other — and `BUMP(1)` reports a collision.
|
|
|
|
## Giving a sprite a shape
|
|
|
|
That false positive is what `SPRHIT` is for. It says what part of a sprite collides,
|
|
rather than leaving it as the whole picture:
|
|
|
|
```basic norun
|
|
SPRHIT n, kind
|
|
SPRHIT n, kind, x1, y1, x2, y2
|
|
```
|
|
|
|
| `kind` | Is |
|
|
|---|---|
|
|
| 0 | nothing — the sprite stays on screen and stops colliding |
|
|
| 1 | a box |
|
|
| 2 | a circle, inscribed in the rectangle |
|
|
| 3 | a capsule, round ends left and right |
|
|
| 4 | a capsule, round ends top and bottom |
|
|
|
|
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, because a dialect with two
|
|
spellings for a rectangle is one nobody can write from memory. Leave it out 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.
|
|
|
|
So the two discs above stop colliding as soon as they are discs:
|
|
|
|
```basic norun
|
|
90 SPRHIT 1, 2
|
|
100 SPRHIT 2, 2
|
|
```
|
|
|
|
and a ship whose art does not fill its frame can say so:
|
|
|
|
```basic norun
|
|
SPRHIT 1, 1, 4, 2, 20, 19
|
|
```
|
|
|
|
**A sprite nobody has shaped collides with its whole frame**, expansion bits included,
|
|
which is what every sprite did before `SPRHIT` existed. Adding the verb changed no existing
|
|
program.
|
|
|
|
`SPRHIT n, 0` is the ghost, the flashing invulnerable player and the pickup that has
|
|
already been taken: still drawn, no longer in the way. Hiding the sprite with `SPRITE n, 0`
|
|
also stops it colliding, and is what you want when it should not be seen either.
|
|
|
|
`RSPHIT(n, f)` reads it back, in `SPRHIT`'s own argument order — 0 the kind, then 1 to 4
|
|
for the two corners. It needs no sprite device, the way `RSPPOS` does not.
|
|
|
|
## Colliding with things that are not sprites
|
|
|
|
There are eight sprites. A wall of bricks wants sixty, and until now the only way to
|
|
collide with one was to do the arithmetic yourself against your own array.
|
|
|
|
`SOLID` registers a rectangle the interpreter will collide sprites against, and it costs
|
|
no sprite slot:
|
|
|
|
```basic norun
|
|
SOLID id, x1, y1, x2, y2 register or replace rectangle id
|
|
SOLID id retire it
|
|
SOLID retire them all
|
|
```
|
|
|
|
`id` is 1 to 64 and it is **your own number**. 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 straight onto
|
|
`B#(I#)` with no lookup. Retiring a broken brick is the same verb, `SOLID I#`.
|
|
|
|
Rectangles are in window pixels — the coordinates `BOX` draws in and `MOVSPR` positions in,
|
|
with `SCALE` not applying, exactly as for a sprite. So a brick drawn with
|
|
`BOX 1, X#, Y#, X# + 24, Y# + 10` is registered with the same four expressions.
|
|
|
|
The bare form retiring everything is what a level change wants, and it follows `TRAP`,
|
|
`COLLISION` and `DCLOSE`, which all read absence as "off".
|
|
|
|
**`COLLISION 2` is how you hear about it.** On a C128 type 2 is a sprite against the set
|
|
pixels of the bitmap screen; here it is a sprite against the rectangles `SOLID` registered,
|
|
which is the same question in a form this interpreter can answer. `BUMP(2)` is its mask,
|
|
and it is a **separate** accumulator from `BUMP(1)` — a sprite hitting a wall never sets a
|
|
bit in the sprite-to-sprite mask, so a program that only cares about one of them is not
|
|
disturbed by the other.
|
|
|
|
```basic norun
|
|
10 COLLISION 2, WALL
|
|
20 FOR I# = 1 TO 60
|
|
30 SOLID I#, BX#(I#), BY#(I#), BX#(I#) + 24, BY#(I#) + 10
|
|
40 NEXT I#
|
|
...
|
|
100 LABEL WALL
|
|
110 M# = BUMP(2)
|
|
120 IF (M# AND 1) = 0 THEN RETURN
|
|
130 REM ... the ball hit something ...
|
|
140 RETURN
|
|
```
|
|
|
|
Sixty-four is the ceiling, and it is a real budget rather than a round number: these come
|
|
out of a pool of collision proxies shared with whatever game this interpreter is embedded
|
|
in, and eight sprites plus sixty-four rectangles is most of akbasic's share of it. The
|
|
sixty-fifth is refused by name.
|
|
|
|
`NEW` retires them all. A rectangle is invisible, so one left behind by a deleted program
|
|
would be an unexplainable collision in the next; `CLR` leaves them alone, because it clears
|
|
variables and a rectangle is not one.
|
|
|
|
## What was hit, and which way to go
|
|
|
|
`BUMP` says *that* something collided. `RCOLLISION(n, f)` says what it was and how:
|
|
|
|
| `f` | Gives |
|
|
|---|---|
|
|
| 0 | what sprite `n` last hit — 0 nothing yet, 1 a sprite, 2 static geometry |
|
|
| 1 | which: the other sprite's number, or the `SOLID` id |
|
|
| 2 | the contact normal's x, a float from -1 to 1 |
|
|
| 3 | the normal's y. Negative means the surface is above, because y grows downward |
|
|
| 4 | how deep, in pixels |
|
|
| 5 | where they touched, x |
|
|
| 6 | where they touched, y |
|
|
| 7 | which axis to reverse: 1 for x, 2 for y |
|
|
|
|
**The normal points out of the other thing and toward this one.** Move along it by the
|
|
depth and you are exactly clear:
|
|
|
|
```basic norun
|
|
D% = RCOLLISION(1, 4)
|
|
BX# = BX# + (RCOLLISION(1, 2) * D%)
|
|
BY# = BY# + (RCOLLISION(1, 3) * D%)
|
|
```
|
|
|
|
**Field 7 is the one that deletes the most BASIC.** Working out which axis to reverse from
|
|
an overlap rectangle is four `IF`s and a comparison, and doing it from the normal means
|
|
comparing two floats — which is where [Chapter 13](13-differences.md)'s left-operand rule
|
|
catches people. So it is computed for you:
|
|
|
|
```basic norun
|
|
A# = RCOLLISION(1, 7)
|
|
IF A# = 1 THEN BVX# = 0 - BVX#
|
|
IF A# = 2 THEN BVY# = 0 - BVY#
|
|
```
|
|
|
|
Both sides of a sprite-against-sprite hit get their own record, each pointing the way *that*
|
|
sprite has to move. Sharing one would tell both to go the same direction, which is how two
|
|
things end up stuck inside each other.
|
|
|
|
**Fields 2, 3 and 4 are floats**, so assign them to a `%` variable. A `#` variable throws
|
|
the fraction away and a push-out lands a pixel short.
|
|
|
|
**The record is sticky.** It is replaced whenever that sprite is in a contact and otherwise
|
|
left alone, so `BUMP` stays the event and this stays the detail of it — ask `BUMP` first,
|
|
then read the record. Reading `BUMP` clears it, so the two never disagree about whether
|
|
there was anything to describe.
|
|
|
|
A sprite in several overlaps at once reports the **deepest**, because the deepest is the one
|
|
you have to undo.
|
|
|
|
**Fields 5 and 6 are exact for two boxes and approximate for anything else** — libakgl's
|
|
solver returns a point on the portal it converged to. The normal and the depth are exact for
|
|
every pair, so if you need the contact *point*, keep both shapes boxes.
|
|
|
|
## Reading state back
|
|
|
|
| Function | Gives |
|
|
|---|---|
|
|
| `RSPPOS(n, 0)` | x |
|
|
| `RSPPOS(n, 1)` | y |
|
|
| `RSPPOS(n, 2)` | speed |
|
|
| `RSPRITE(n, f)` | one of `SPRITE`'s settings, in `SPRITE`'s own argument order |
|
|
| `RSPCOLOR(1)` or `RSPCOLOR(2)` | one of the shared multicolour registers |
|
|
|
|
These read the interpreter's own state rather than asking the device, so they work
|
|
even with no device attached.
|
|
|
|
## SPRDEF
|
|
|
|
Not implemented, and deliberately. It is an interactive full-screen sprite editor
|
|
driven by single keystrokes, not something a program can call — and this interpreter
|
|
does not own the screen it would take over. The three `SPRSAV` forms replace it.
|