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akbasic/docs/08-sprites.md
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Execute every documented example as a test
docs/ and README.md carry 85 fenced blocks. Every one was checked by hand
exactly once, when it was written, which is not a standard that survives a
changing interpreter -- and four were already wrong: two transcripts showing a
leading space PRINT does not emit, akbasic_TextSink in README.md missing the
two members it had grown hours earlier, and FILTER's refusal quoted with
wording the code does not use.

tests/docs_examples.sh reads a fence-tag vocabulary and runs what it finds.
BASIC programs and transcripts run and are byte-compared against an `output`
block; C snippets compile with -fsyntax-only against the real include path,
which CMake writes out because it is transitive through akerror, akstdlib and
akgl; shell blocks run in a sandbox. Anything that would reconfigure the build
tree, hit the network or re-enter the suite is tagged norun with the reason in
MAINTENANCE.md, and the two cmake blocks stay hand-maintained by decision.

An untagged block is a failure rather than a default, and the pass line
reports what it executed by kind. Both exist because the way a harness like
this dies is by quietly matching nothing and passing -- which it duly did on
the first CTest run, where a generator expression evaluating to nothing still
contributed an empty argument that the script read as a filename. The count is
what caught it.

The excerpt check earns its own mention: a block tagged
`c excerpt=include/akbasic/sink.h` must still appear in that header, comments
and whitespace ignored. Compiling it would only redefine the type, so a
compile check could not have found the stale struct, and did not.

Registered as the CTest case docs_examples in both configurations. Fixing the
four wrong examples turned up two interpreter defects, fixed in the previous
commit and recorded in TODO.md section 8.

MAINTENANCE.md is new: the fence-tag reference, what to do when the case
fails, and the conventions that until now only existed inside source comments
-- the three test lists and how two of them invert "passed", the sorted verb
table, that a golden file is never edited to suit this interpreter, and that a
fix gets mutation-checked with a file copy rather than git checkout.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 22:41:36 -04:00

4.2 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 SPRSAV "ship.png", 1
20 SPRITE 1, 1, 3
30 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.