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
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.