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akbasic/docs/08-sprites.md
Andrew Kesterson 802bbcc17a
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Collide sprites with rectangles that are not sprites
`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
2026-08-02 10:25:35 -04:00

9.7 KiB

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 COLOR 1, 2
20 CIRCLE 1, 20, 20, 18, 18
30 PAINT 1, 20, 20
40 SSHAPE A$, 0, 0, 40, 40
50 GRAPHIC 1, 1
60 FOR N# = 1 TO 3
70   SPRSAV A$, N#
80 NEXT N#
90 SPRITE 1, 1
100 SPRITE 2, 1, 6
110 SPRITE 3, 1, 8, 0, 1, 1
120 MOVSPR 1, 30, 80
130 MOVSPR 2, 110, 80
140 MOVSPR 3, 190, 60

Three sprites from one drawing: the first in the default colour, the second in colour 6, and the third in colour 8 with both expansion bits set, which is what makes it twice the size. GRAPHIC 1, 1 on line 50 wipes the drawing the sprites were captured from — the picture would otherwise still show the original disc in the top-left corner.

A sprite's colour multiplies the artwork rather than replacing it, so a white disc takes the colour cleanly and a coloured one comes out darker than you asked for.

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 window pixels the drawing verbs use, not the VIC-II's raster coordinates — see Chapter 6, and RGR(1) and RGR(2) for how big the window is. SCALE does not apply to them: a sprite is positioned in device pixels whatever the drawing verbs are doing.

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.

10 COLOR 1, 2
20 CIRCLE 1, 20, 20, 14, 14
30 PAINT 1, 20, 20
40 BOX 1, 0, 0, 40, 40
50 SSHAPE A$, 0, 0, 40, 40
60 GRAPHIC 1, 1
70 SPRSAV A$, 1
80 SPRSAV A$, 2
90 SPRITE 1, 1, 6
100 SPRITE 2, 1, 3
110 MOVSPR 1, 110, 55
120 MOVSPR 2, 145, 90

The artwork here includes a border around the whole 40 by 40 sprite, so each sprite draws its own bounding box. Those boxes overlap at one corner and the two discs are nowhere near each other — and BUMP(1) reports a collision.

Giving a sprite a shape

That false positive is what SPRHIT is for. It says what part of a sprite collides, rather than leaving it as the whole picture:

SPRHIT n, kind
SPRHIT n, kind, x1, y1, x2, y2
kind Is
0 nothing — the sprite stays on screen and stops colliding
1 a box
2 a circle, inscribed in the rectangle
3 a capsule, round ends left and right
4 a capsule, round ends top and bottom

The rectangle is two corners measured from the sprite's top-left, in device pixels — the same x1, y1, x2, y2 that BOX and SSHAPE take, because a dialect with two spellings for a rectangle is one nobody can write from memory. Leave it out and the shape fits whatever the picture turned out to be, which is what a sprite loaded from a file needs: SPRSAV "ship.png", 1 takes the image's own size and the program never learns what that was.

So the two discs above stop colliding as soon as they are discs:

90 SPRHIT 1, 2
100 SPRHIT 2, 2

and a ship whose art does not fill its frame can say so:

SPRHIT 1, 1, 4, 2, 20, 19

A sprite nobody has shaped collides with its whole frame, expansion bits included, which is what every sprite did before SPRHIT existed. Adding the verb changed no existing program.

SPRHIT n, 0 is the ghost, the flashing invulnerable player and the pickup that has already been taken: still drawn, no longer in the way. Hiding the sprite with SPRITE n, 0 also stops it colliding, and is what you want when it should not be seen either.

RSPHIT(n, f) reads it back, in SPRHIT's own argument order — 0 the kind, then 1 to 4 for the two corners. It needs no sprite device, the way RSPPOS does not.

Colliding with things that are not sprites

There are eight sprites. A wall of bricks wants sixty, and until now the only way to collide with one was to do the arithmetic yourself against your own array.

SOLID registers a rectangle the interpreter will collide sprites against, and it costs no sprite slot:

SOLID id, x1, y1, x2, y2      register or replace rectangle id
SOLID id                      retire it
SOLID                         retire them all

id is 1 to 64 and it is your own number. 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 straight onto B#(I#) with no lookup. Retiring a broken brick is the same verb, SOLID I#.

Rectangles are in window pixels — the coordinates BOX draws in and MOVSPR positions in, with SCALE not applying, exactly as for a sprite. So a brick drawn with BOX 1, X#, Y#, X# + 24, Y# + 10 is registered with the same four expressions.

The bare form retiring everything is what a level change wants, and it follows TRAP, COLLISION and DCLOSE, which all read absence as "off".

COLLISION 2 is how you hear about it. On a C128 type 2 is a sprite against the set pixels of the bitmap screen; here it is a sprite against the rectangles SOLID registered, which is the same question in a form this interpreter can answer. BUMP(2) is its mask, and it is a separate accumulator from BUMP(1) — a sprite hitting a wall never sets a bit in the sprite-to-sprite mask, so a program that only cares about one of them is not disturbed by the other.

10 COLLISION 2, WALL
20 FOR I# = 1 TO 60
30   SOLID I#, BX#(I#), BY#(I#), BX#(I#) + 24, BY#(I#) + 10
40 NEXT I#
...
100 LABEL WALL
110 M# = BUMP(2)
120 IF (M# AND 1) = 0 THEN RETURN
130 REM ... the ball hit something ...
140 RETURN

Sixty-four is the ceiling, and it is a real budget rather than a round number: these come out of a pool of collision proxies shared with whatever game this interpreter is embedded in, and eight sprites plus sixty-four rectangles is most of akbasic's share of it. The sixty-fifth is refused by name.

NEW retires them all. A rectangle is invisible, so one left behind by a deleted program would be an unexplainable collision in the next; CLR leaves them alone, because it clears variables and a rectangle is not one.

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.