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Add native RND and ASC functions
Implement bounded random integers with lazy clock seeding and add ASC as the inverse of CHR. Cover dispatch, validation, deterministic LCG output, UTF-8 round trips, function reference, and the breakout tutorial.

Closes #16.

Co-authored-by: andrew <andrew@aklabs.net>
2026-08-05 06:43:17 -04:00

50 KiB

17. Tutorial: Breakout

This chapter builds a complete game from an empty file: three lives, six rows of bricks, three level layouts, a score, a high score, sound, and a title screen that plays itself. Nothing is loaded from disk — the ball and the paddle are drawn from numbers in the listing, and the wall, the HUD and the messages are characters written into the text grid.

This is what you are building:

The finished game: a HUD line across the top, six rows of bricks, the ball resting on the paddle

The finished listing is examples/breakout/characters/breakout.bas. You do not need it to follow along, but it is the same program assembled, and it is worth opening once you have your own running.

Run it with the SDL build:

$ ./build-akgl/basic examples/breakout/characters/breakout.bas
Key Does
left / right move the paddle
space start a game, then launch the ball
P pause
Q or escape quit

What you will do

  • Step 1 — get a program onto the screen, and find out which build you need
  • Step 2 — measure the screen and work the geometry out from what you measured
  • Step 3 — declare every name the program will use, before anything uses it
  • Step 4 — make the ball and the paddle out of sprite data
  • Step 5 — build the brick wall out of characters, and keep a grid saying which bricks are still there
  • Step 6 — write the main loop and the frame pacing
  • Step 7 — read the keyboard without blocking
  • Step 8 — move the paddle and keep it on the screen
  • Step 9 — move the ball and bounce it off the walls
  • Step 10 — find out which brick the ball hit, and break it
  • Step 11 — bounce off the paddle at an angle the player chooses
  • Step 12 — draw the HUD and the messages
  • Step 13 — handle lives, levels and game over
  • Step 14 — add sound, on a machine that may not have any
  • Step 15 — add a title screen that plays itself
  • Step 16 — put the pieces in one file, in the right order

Each step is a piece you can type in and run. Work through them in order, and Step 16 is where they become one program.


Step 1: Get a program onto the screen

Goal: a program that runs, and a build that can draw.

A BASIC program here is a text file. Line numbers are optional, so a file is just statements, one per line:

PRINT "HELLO"
END
HELLO

Save that as first.bas and run it:

$ ./build/basic first.bas

There are two builds and the difference matters for this whole chapter. ./build/basic is the plain one: it reads and writes text and has no graphics device, no sprites and no sound. ./build-akgl/basic opens a window and has all three. A game needs the second.

Ask for something that needs a device and you get a refusal naming what is missing rather than a crash:

PRINT "BEFORE"
SPRITE 1, 1, 2
PRINT "AFTER"
BEFORE
? 2 : RUNTIME ERROR SPRITE needs a sprite device and this runtime has none

That is worth seeing once, because it is how the finished game behaves if you start it with the wrong build: it stops at the first graphics verb and tells you why.

For the rest of this chapter, run everything with ./build-akgl/basic.

Two more things to know before writing anything longer.

Every variable carries a type suffix. A# is an integer, A% is a float, A$ is a string. There is no such thing as a plain A — a bare word is a label. This is different from Commodore BASIC, where A% is the integer.

+ joins a string to a number. "SCORE " + 40 is "SCORE 40", and "" + N# is how you turn a number into a string. There is no STR$.

N# = 40
PRINT "SCORE " + N#
END
SCORE 40

Step 2: Measure the screen

Goal: every position in the game derived from the window's real size, so the game fits whatever window and font the player has.

Do not guess the size of anything. Four functions tell you what you have:

Call Gives
RGR(1) the window's width in pixels
RGR(2) the window's height in pixels
RGR(3) the width of one character cell, in pixels
RGR(4) the height of one character cell
RWINDOW(0) the text grid's height, in rows
RWINDOW(1) the text grid's width, in columns

Put them at the very top of the program:

SCW# = RGR(1)
SCH# = RGR(2)
CW# = RGR(3)
CH# = RGR(4)
COLS# = RWINDOW(1)
ROWS# = RWINDOW(0)

RGR(1) is first on purpose. It is the first statement in the program that needs a graphics device, so on the wrong build this is the line that refuses, and it refuses before anything else has happened.

Now derive the layout from those numbers rather than writing pixel positions down. The wall is measured in character cells, because it is made of characters:

BRW# = 4
BCOLS# = 10
BROWS# = 6
BTOP# = 4
BLEFT# = (COLS# - (BRW# * BCOLS#)) / 2

A brick is four cells wide and there are ten of them, so the wall is forty cells across. BLEFT# centres those forty in however many columns there turned out to be. BTOP# is the row the wall starts on. Integer division truncates, which is exactly what a column index wants.

The ball and the paddle are sprites, and sprites are positioned in pixels, so the play area is measured in pixels:

TOPY# = 2 * CH#
MAXX# = SCW# - 8
PW# = 144
PY# = 528
LOSEY# = PY# + 32
PSPD# = 10
MSGROW# = 35
TITROW# = 20

TOPY# is the ceiling the ball bounces off, two rows down from the top so it clears the HUD line. MAXX# is as far right as the ball can go — the window less the ball's own eight pixels. PW# is the paddle's width and PY# the row of pixels it sits on. MSGROW# and TITROW# are text rows, counted from the top, for messages.

Cells and pixels are two different coordinate systems, and they meet in exactly one place — Step 5, where each brick's cell is turned into the rectangle SOLID registers. Everywhere else, bricks are in cells and everything that moves is in pixels.

Step 3: Declare every name first

Goal: a subroutine that can hand an answer back to its caller.

A GOSUB gets its own scope. That has one consequence you must design around:

  • Assigning to a name that already exists outside the subroutine walks up and finds it. The change is visible to the caller.
  • Assigning to a name that has never been seen before creates it inside the subroutine. It disappears at RETURN, and the caller reads zero — with no error and no warning of any kind.

So a subroutine cannot answer through a name it invented itself. Declare the names first, at the top of the program, and then any routine can write to them:

X# = 0
GOSUB SUBA
PRINT "THE CALLER SEES " + X#
END

LABEL SUBA
X# = 99
RETURN
THE CALLER SEES 99

Take X# = 0 off the top of that program and it prints 0.

This is why the game opens with a block that names everything before the first GOSUB. Arrays go in the same block. Here is the start of it — the names the later steps refer to most; Step 16 has the finished block, all 66 of them, and you can paste that in now if you would rather not come back to it:

DIM BR#(60)
DIM SB#(63)
DIM SP#(63)
DIM LAY$(6)
DIM BSG$(6)

SCORE# = 0
HIGH# = 0
LIVES# = 3
LEVEL# = 1
LEFTN# = 0
BSPD# = 4
STATE# = 0
HELD# = 0
PX# = 0
BX# = 0
BY# = 0
BVX# = 0
BVY# = 0
HIT# = 0
BI# = 0
BR2# = 0

HIT#, BI# and BR2# are the three the rule is really about: they are how the collision test in Step 10 answers the routine that called it.

DIM belongs at the top and nowhere else. An array declared inside a GOSUB or a loop takes storage from a pool of 4096 elements that is never given back, so a DIM that runs repeatedly will eventually end the program:

X# = 0
FOR T# = 1 TO 6000
  GOSUB SUBA
NEXT T#
PRINT "OK " + X#
END

LABEL SUBA
DIM LOC#(4)
LOC#(0) = 1
X# = X# + LOC#(0)
RETURN
? 8 : RUNTIME ERROR Array of 4 elements does not fit in the 0 remaining value slots

A plain number costs nothing, though, so you can create as many of those inside a routine as you like:

X# = 0
FOR T# = 1 TO 20000
  GOSUB SUBA
NEXT T#
PRINT "OK " + X#
END

LABEL SUBA
LOC# = 1
X# = X# + LOC#
RETURN
OK 20000

Twenty thousand calls, each creating a local, and the program is fine. The rule that survives is the narrow one: DIM at the top, never inside anything.

Two rules about writing expressions

Both apply everywhere in this chapter, so they are worth fixing in your fingers now.

Parenthesise any expression that mixes + and -. Write (A# - B#) + C#, not A# - B# + C#:

A# = 10
B# = 3
C# = 2
PRINT (A# - B#) + C#
END
9

Parenthesise a condition that uses more than one AND or OR. Write IF (A# = 1 AND B# = 2) AND C# = 3 THEN:

A# = 1
B# = 2
C# = 3
IF (A# = 1 AND B# = 2) AND C# = 3 THEN PRINT "ALL THREE"
END
ALL THREE

Both habits are free, and both are being made unnecessary: the parser's additive precedence is TODO.md §6 item 35 and the second AND is item 36 beside it. Once those land, the plain forms will mean what they look like they mean, and parentheses you wrote in the meantime will still be correct.

Step 4: Make the ball and the paddle

Goal: two sprites on the screen, in the right places.

A sprite is a 24-by-21 pattern of pixels. SPRSAV loads one from an integer array of 63 numbers: three bytes per row, twenty-one rows, most significant bit on the left. A bit that is 1 draws; a bit that is 0 is transparent.

       byte 0            byte 1            byte 2
  7 6 5 4 3 2 1 0   7 6 5 4 3 2 1 0   7 6 5 4 3 2 1 0
  ^ column 0                                        ^ column 23

The ball is an 8-by-8 disc drawn in the top-left corner of the pattern. Putting it there means the sprite's position and the ball's pixel rectangle are the same thing, so no part of the game needs to add an offset to work out where the ball actually is:

  . . # # # # . .    60
  . # # # # # # .   126
  # # # # # # # #   255

The paddle is a solid bar, 24 wide and 6 deep — the full width of a sprite. SPRITE's x-expand flag doubles it to 48 pixels, and three of those laid end to end make one 144-pixel paddle with no seam.

DIM SB#(63)
DIM SP#(63)
I# = 0
D# = 0
FOR I# = 0 TO 62
  SB#(I#) = 0
  SP#(I#) = 0
NEXT I#
FOR I# = 0 TO 7
  READ D#
  SB#(I# * 3) = D#
NEXT I#
FOR I# = 0 TO 17
  SP#(I#) = 255
NEXT I#
SPRSAV SB#, 1
SPRSAV SP#, 2
SPRSAV SP#, 3
SPRSAV SP#, 4
SPRITE 1, 1, 2
SPRITE 2, 1, 15, 0, 1, 0
SPRITE 3, 1, 15, 0, 1, 0
SPRITE 4, 1, 15, 0, 1, 0
MOVSPR 1, 108, 40
MOVSPR 2, 48, 80
MOVSPR 3, 96, 80
MOVSPR 4, 144, 80

DATA 60, 126, 255, 255, 255, 255, 126, 60

The ball above three paddle segments meeting with no seam

Read that from the middle. SPRSAV SB#, 1 installs the ball's pattern into slot 1. SPRITE 1, 1, 2 turns slot 1 on in colour 2. SPRITE 2, 1, 15, 0, 1, 0 turns slot 2 on in colour 15 with the fourth argument after the colour — the x-expand flag — set to 1. MOVSPR puts a sprite at a pixel position, measured from its top-left corner.

The finished game writes the same 63 numbers out as DATA, one row per line, with the bit pattern drawn in a comment beside each, and loads them in a routine called once at startup. Step 16 has that routine and both patterns in full; the loops above are the same two patterns spelled shorter so the figure fits on a page.

Moving the four sprites is one routine, and every coordinate is worked out into a variable before it is passed:

LABEL SHOWSPR
MOVSPR 1, BX#, BY#
MOVSPR 2, PX#, PY#
X2# = PX# + 48
MOVSPR 3, X2#, PY#
X3# = PX# + 96
MOVSPR 4, X3#, PY#
RETURN

Do not write MOVSPR 3, PX# + 48, PY#. MOVSPR reads a leading sign as move by this much rather than move to here, and an expression beginning with a sign is the relative form. Computing into X2# first says exactly what you mean. See Chapter 8.

Step 5: Build the brick wall

Goal: a wall on the screen, and a grid in memory saying which bricks are still standing.

Two things are needed and they are separate: the state (which of the sixty bricks are alive) and the picture (what the player sees). Keep them in step by always redrawing the row you just changed.

The layouts

A level is six strings of ten characters, 1 for a brick and 0 for a hole, stored as DATA:

LABEL LAY1
DATA "1111111111"
DATA "1111111111"
DATA "1111111111"
DATA "1111111111"
DATA "1111111111"
DATA "1111111111"

LABEL LAY2
DATA "0011111100"
DATA "0111111110"
DATA "1111111111"
DATA "1111111111"
DATA "0111111110"
DATA "0011111100"

LABEL LAY3
DATA "1010101010"
DATA "0101010101"
DATA "1111001111"
DATA "1100110011"
DATA "1011111101"
DATA "0110110110"

READ takes the next DATA item, and RESTORE moves that cursor to a given place. RESTORE accepts a label, so each layout is simply a named position in the DATA stream and choosing one is three IFs: