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akbasic/docs/08-sprites.md
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Write the usage guide as thirteen chapters in docs/
Organised the way the C128 Programmer's Reference Guide is: the language
first, then each hardware area, then the reference sections. One markdown
file per chapter.

The verb and function references are generated from the interpreter's own
dispatch table, with an assertion that every row is described, so they cannot
drift out of step with what the program accepts. 98 verbs and 30 functions.

Every example was run before it was written down, which caught three claims
that were wrong: a whole FOR loop on one line prints nothing rather than
looping once, MID and INSTR count from zero where a C128 counts from one, and
a multi-line DEF returns a value the caller has to assign away.

Chapter 13 is the list a BASIC 7.0 programmer needs -- roughly sixty
documented differences, including the two known FOR defects and the fact that
drawing does not survive a frame.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:50 -04:00

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4.1 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
```
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
```
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
```
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
```
10 SPRITE 1, 1, 3
20 MOVSPR 1, 100, 50
```
`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 320 by 200 space the drawing verbs use, not the VIC-II's
raster coordinates.
## Collision
```
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.
Only type 1, sprite-to-sprite, is implemented. Types 2 and 3 are refused by name.
Collision is by bounding box, not by pixel: two sprites whose boxes overlap but whose
artwork does not are reported as colliding.
## 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.