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`SOLID id, x1, y1, x2, y2` registers static collision geometry; `SOLID id` retires one and a bare `SOLID` retires them all, the way `TRAP`, `COLLISION` and `DCLOSE` all read absence. `COLLISION 2` and `BUMP(2)` stop being refused and mean *sprite met static geometry*. **This is the thing eight sprite slots made impossible.** A wall of bricks wants sixty, so until now a program could only collide with one by doing the arithmetic itself against its own array -- which is exactly what both breakout listings do, at about two hundred lines between them. A rectangle costs no sprite slot. The id is the **program's own number**, 1 to 64, not a minted handle. 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 onto `B#(I#)` with no lookup, and retiring a broken brick is `SOLID I#`. `COLLISION 2` was refused with "sprite-to-background collision needs the screen read back every frame", which was true of the question a C128 asks -- a sprite against the bitmap's set pixels. `SOLID` gives this interpreter a background made of rectangles instead, which is the same question in a form it can answer. Same move `SPRSAV` made when it learned to take an image path. `AKBASIC_INTERRUPT_BACKGROUND` has been sitting in the interrupt table commented "COLLISION 2 -- sprite met background; refused" the whole time. Its accumulator is separate, so a sprite hitting a wall never sets a bit in `BUMP(1)`. **There is no `akgl_CollisionWorld` here, and that is deliberate.** libakgl's uniform grid keeps its cell heads, cell size and origin in file-scope statics, so it is one index per process -- and `akgl_collision_world_init()` ends in a `reset()` that memsets those heads *and* calls `akgl_heap_init_collision_cells()`. An interpreter embedded in a game with its own collision world would have destroyed every registration that game had made, on the first `SOLID` a script ran. So the geometry is indexed by an ordinary array here and pairs go straight to `akgl_collision_test()`, which needs no world. At sixty-four rectangles that is the right answer anyway; libakgl's own numbers put a naive sweep at 0.7% of a frame at sixty-four objects. **The scan now short-circuits when nothing has moved**, and that is what makes any of it affordable. Its inputs are the sprites' boxes, which slots are collidable, and the static geometry; if none changed the answer cannot have. A frame runs one full scan and 255 cached ones. Eight sprites against sixty-four rectangles is five hundred and twelve tests -- fine once a frame, ruinous 256 times. The benchmark was rewritten to say which path it is timing, because with the cache in place a loop that only calls the scan measures the short circuit and nothing else. Breakout now costs 590.6 ns for its one full scan plus 255 cached at 40.0, which is 10.8 us against a 1.19 ms frame -- **0.91%, less than the 2.0% it cost before any of this work**, with static geometry and contacts added on top. `NEW` retires the rectangles, where it cannot undefine a sprite pattern: there *is* an entry point for this one, so leaving them would be a choice, and the wrong one -- a rectangle is invisible, so one left behind by a deleted program is an unexplainable collision in the next. `CLR` leaves them alone. `tests/sprite_verbs.c` gains the whole second path against the mock and its `COLLISION 2` case is rewritten: it pinned the refusal, and now pins that type 2 arms its own handler without disturbing type 1's. `tests/akgl_backends.c` gains the end-to-end version, including a full sixty-four-rectangle wall so the proxy budget is exercised at its ceiling and the pool has to come back intact, and the sixty-fifth refused by name. A bare `SOLID` needed `akbasic_parse_optional_arglist` rather than `akbasic_parse_arglist`, which `DCLOSE` already uses for the same shape. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
279 lines
9.7 KiB
Markdown
279 lines
9.7 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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## Giving a sprite a shape
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That false positive is what `SPRHIT` is for. It says what part of a sprite collides,
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rather than leaving it as the whole picture:
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```basic norun
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SPRHIT n, kind
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SPRHIT n, kind, x1, y1, x2, y2
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```
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| `kind` | Is |
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|---|---|
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| 0 | nothing — the sprite stays on screen and stops colliding |
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| 1 | a box |
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| 2 | a circle, inscribed in the rectangle |
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| 3 | a capsule, round ends left and right |
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| 4 | a capsule, round ends top and bottom |
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The rectangle is **two corners measured from the sprite's top-left**, in device pixels —
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the same `x1, y1, x2, y2` that `BOX` and `SSHAPE` take, because a dialect with two
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spellings for a rectangle is one nobody can write from memory. Leave it out and the shape
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fits whatever the picture turned out to be, which is what a sprite loaded from a file
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needs: `SPRSAV "ship.png", 1` takes the image's own size and the program never learns what
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that was.
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So the two discs above stop colliding as soon as they are discs:
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```basic norun
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90 SPRHIT 1, 2
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100 SPRHIT 2, 2
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```
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and a ship whose art does not fill its frame can say so:
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```basic norun
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SPRHIT 1, 1, 4, 2, 20, 19
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```
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**A sprite nobody has shaped collides with its whole frame**, expansion bits included,
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which is what every sprite did before `SPRHIT` existed. Adding the verb changed no existing
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program.
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`SPRHIT n, 0` is the ghost, the flashing invulnerable player and the pickup that has
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already been taken: still drawn, no longer in the way. Hiding the sprite with `SPRITE n, 0`
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also stops it colliding, and is what you want when it should not be seen either.
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`RSPHIT(n, f)` reads it back, in `SPRHIT`'s own argument order — 0 the kind, then 1 to 4
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for the two corners. It needs no sprite device, the way `RSPPOS` does not.
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## Colliding with things that are not sprites
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There are eight sprites. A wall of bricks wants sixty, and until now the only way to
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collide with one was to do the arithmetic yourself against your own array.
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`SOLID` registers a rectangle the interpreter will collide sprites against, and it costs
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no sprite slot:
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```basic norun
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SOLID id, x1, y1, x2, y2 register or replace rectangle id
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SOLID id retire it
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SOLID retire them all
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```
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`id` is 1 to 64 and it is **your own number**. That is the whole trick for "which brick did
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I hit": the id comes back out again, so a wall built as `SOLID I#, ...` maps straight onto
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`B#(I#)` with no lookup. Retiring a broken brick is the same verb, `SOLID I#`.
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Rectangles are in window pixels — the coordinates `BOX` draws in and `MOVSPR` positions in,
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with `SCALE` not applying, exactly as for a sprite. So a brick drawn with
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`BOX 1, X#, Y#, X# + 24, Y# + 10` is registered with the same four expressions.
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The bare form retiring everything is what a level change wants, and it follows `TRAP`,
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`COLLISION` and `DCLOSE`, which all read absence as "off".
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**`COLLISION 2` is how you hear about it.** On a C128 type 2 is a sprite against the set
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pixels of the bitmap screen; here it is a sprite against the rectangles `SOLID` registered,
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which is the same question in a form this interpreter can answer. `BUMP(2)` is its mask,
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and it is a **separate** accumulator from `BUMP(1)` — a sprite hitting a wall never sets a
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bit in the sprite-to-sprite mask, so a program that only cares about one of them is not
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disturbed by the other.
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```basic norun
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10 COLLISION 2, WALL
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20 FOR I# = 1 TO 60
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30 SOLID I#, BX#(I#), BY#(I#), BX#(I#) + 24, BY#(I#) + 10
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40 NEXT I#
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...
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100 LABEL WALL
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110 M# = BUMP(2)
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120 IF (M# AND 1) = 0 THEN RETURN
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130 REM ... the ball hit something ...
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140 RETURN
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```
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Sixty-four is the ceiling, and it is a real budget rather than a round number: these come
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out of a pool of collision proxies shared with whatever game this interpreter is embedded
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in, and eight sprites plus sixty-four rectangles is most of akbasic's share of it. The
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sixty-fifth is refused by name.
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`NEW` retires them all. A rectangle is invisible, so one left behind by a deleted program
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would be an unexplainable collision in the next; `CLR` leaves them alone, because it clears
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variables and a rectangle is not one.
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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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