Files
akbasic/examples/breakout/sprites/README.md
Andrew Kesterson 39d1d0c80c Stop the artwork breakout drawing its screen into two sprites
It captured the HUD strip into sprite 1 and the whole play field into sprite 2,
and its own header called them "the screen". That was never a choice: a drawing
lasted one frame, so a sprite was the only thing the interpreter would redraw for
nothing. Both slots are free now, and five things went with them.

**`WINDOW 0, 35, 49, 36` is the first executable line.** The text layer repaints
every row it owns and by default owns the whole window; moved to two rows at the
bottom, it leaves the other thirty-five to the drawing verbs, and what the
program draws stays.

**`PACE` is gone.** It spun on `TI#` until a batch boundary so an `SSHAPE`
capture would not be cut in half by a present. Nothing is captured, so a drawing
spanning two batches simply arrives over two frames and the layer keeps both
halves. The 256-line drawing deadline that shaped every draw routine in this
listing does not apply to it any more.

**The flattened live list is gone** -- `BUILDLIVE`, `BUILDROW`, `STAMPROW` and
the four arrays behind them. They existed so a full-field redraw could be one
stamp and an advance per brick, and a full-field redraw existed because removing
one brick meant rebuilding all sixty. A broken brick is now erased in place with
a blank stamp, so the field is drawn once per level and not again.

**`BALLBRICKS` and `TESTCELL` are gone** -- about sixty lines that turned the
ball's box into a range of candidate cells, walked them with a nested `DO`, and
computed an overlap rectangle to pick an axis. `SOLID` registers each brick as
the level is laid out, `COLLISION 2` fires, and `RCOLLISION` says which brick,
which way out, how far, and which axis to reverse.

**The `SSHAPE` pool accounting is gone.** `SHN#` counted slots because every
frame's capture spent another and `GRAPHIC 5` had to throw them all away
periodically; eight are now spent once and never again.

Three mistakes worth recording, because each was silent:

- **The bricks were registered and then immediately thrown away.**
  `GOSUB BUILDLIVE` sat *after* the fill loop in `SETUPLEVEL` and meant "rebuild
  the list of what is standing"; replaced in place by a bare `SOLID`, it meant
  "retire everything" and ran after all sixty had been registered. Nothing
  failed -- the ball simply passed through the wall.
- **The handler tested the wrong bits.** `BUMP` is a mask by *sprite*, and the
  balls are sprites 5, 6 and 7, so their bits are 16, 32 and 64. Testing 1, 2 and
  4 asked about the HUD and field sprites that no longer exist.
- **The eraser stamps were undeclared**, so `SSHAPE` filled them inside
  `DRAWPROTOS` and they were empty everywhere else -- exactly the scope trap
  chapter 17 Step 3 is about, found by printing the handle inside the routine and
  again outside it.

Verified by driving it: a copy with a tracking paddle and auto-relaunch breaks
thirteen bricks in sixty seconds with no error line, and the shipped listing runs
clean. Both suites green.

Chapter 18 still describes the architecture this commit removed; that is the rest
of section 6 item 39.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
2026-08-02 12:58:08 -04:00

5.1 KiB

Breakout, with artwork

Breakout, written entirely in BASIC for the AKGL BASIC interpreter, using downloaded CC0 sprite artwork for the paddles, the balls and the powerup gems. The bricks, the HUD and the lettering are drawn — WINDOW moves the text layer to two rows at the bottom, and everything the program draws then stays on the screen without being redrawn or captured.

The bricks are also collidable without being sprites: SOLID registers a rectangle the interpreter collides against, so sixty of them cost none of the eight slots.

../../../build-akgl/basic breakout.bas

It needs the SDL build. Without a graphics device the first SPRSAV refuses by name and the program stops there, which is the right thing for it to do.

Key Does
left / right move the paddle
space start a game, launch the ball, release a stuck ball
P pause
S sound on and off
Q or escape quit

Three lives, six rows of bricks worth 60 down to 10 points a row, and a field that cycles six rows, then five, then four while the ball gets faster every level up to a ceiling. A gem is worth 50 on top of whatever it does.

The powerups

A broken brick drops a gem about one time in seven, and only ever one at a time. Catch it with the paddle. The colour of the gem is what tells you which it is; the banner that flashes over the field names it as well.

Gem Name Does For
red EXPAND doubles the paddle's width 20 seconds
yellow MULTI throws two more balls off the one in play until they are lost
green SLOW drops the ball's speed to about two thirds 16 seconds
blue STICKY the ball sticks where it lands; space fires it 18 seconds
purple CATCH a second bar appears higher up the field 24 seconds

The second bar mirrors the paddle rather than following it, so it covers the side you just left. A second bar directly above the first is worth nothing; a mirrored one turns a dive across the field into a save at both ends.

How it works, and how to write your own

Chapter 18 of the guide builds this program in twelve steps: loading artwork, budgeting the eight sprite slots, capturing a drawing into one, stamping the brick field, finding the host's frame boundary with TI#, moving everything that is not drawing out of the deadline, the stroke font, the bounce without a square root, and the gems.

Chapter 17 does the same for ../characters, which builds the same game out of the text grid and two DATA sprites — a completely different program, and the shorter one to read first.

Where the artwork came from

Kenney's Puzzle Pack 1, released under CC0. The files in art/ are the pack's own PNG/Default/ versions, unmodified, with the pack's licence file beside them. art/PROVENANCE.md says which file is used for what and why the double-size set is not.

Crediting Kenney is not required by CC0. It is here because it should be.

What is not in it

Named honestly rather than left to be discovered:

  • No music under the game, only event sounds and two four-note stings. There is room in the third voice for it; there was not much room anywhere else when it was written. 121 of the interpreter's 128 variables are spoken for and the label table is at 61 of 64 — several of them spent working around defects that have since been fixed.
  • One gem at a time. There is one sprite slot for it. A brick broken while a gem is falling drops nothing.
  • Sticky and multiball share one offset. Two balls stuck to the paddle at once sit on top of each other. It is rare enough that fixing it would cost a variable I do not have.
  • The score lags a frame behind the bricks. Only one capture happens per frame and the field goes first, so a brick disappears one frame before the score that counts it. At thirty frames a second nobody can see it, and it is a deliberate trade rather than an oversight.
  • No high score on disk. There is no disk.

The eight interpreter defects this game turned up are filed in TODO.md §9, each with a reduction that fits on a screen and the file and line of the cause. Six are now fixed — the leaking DEF call, the skipped block that broke its caller's RETURN, the ignored subscript on SSHAPE, GRAPHIC CLR, a negative DATA item, and half of the invisible drawing. The two that stand are the left-operand arithmetic rule, which turned out to be a decision rather than a defect and is now documented as one, and the 256-line batch tear, which belongs to the host.

The listing's code is unchanged, and deliberately: it is what a program written against those constraints looks like, and none of the workarounds costs anything now that they are not needed. Six separate scalars for six brick stamps, and loops guarded by GOTO rather than wrapped in a block, are both still what the file does. Its comments say which of the five traps stand and which are marked FIXED.