Files
akbasic/examples/galaga/README.md
Tachikoma 27837aeabc Add the galaga example: a C engine with akbasic as its enemy brain
A GALAGA-style fixed shooter whose engine is C on libakgl (null physics)
with the interpreter embedded as the scripting engine that owns every
enemy's behavior. One DEF-only script is called per enemy per frame
through a custom akgl_Actor update hook; SELF@, ACTOR@ and GAME@ are host
bindings, so the script reads and writes the engine's real memory -- the
boss even swaps its own damage sprite by raising an actor state bit from
BASIC. Bullets, collision, scoring and screens stay C.

Structure arguments were measured and rejected for the per-frame path:
each pointer parameter spends a value-pool slot the pool never reclaims,
1,015 calls to exhaustion against an unbounded rebind (issue #36).

Built when AKBASIC_WITH_AKGL=ON. Two CTest entries: a 600-frame headless
autoplay run under the dummy SDL drivers, and an interop round-trip test
that links the real script.c and galaga.bas and pins the four boundary
claims, 24,000 sustained calls among them. docs_galaga_figures
regenerates the two checked-in figures. Art is Kenney CC0, byte for
byte, with provenance.

Co-authored-by: andrew <andrew@aklabs.net>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
2026-08-04 08:47:21 -04:00

2.5 KiB

GALAGA — a C engine with akbasic embedded as its enemy brain

A GALAGA-style fixed shooter whose core engine is C on libakgl, with akbasic linked in as the scripting engine that owns every enemy's behavior. One BASIC script — galaga.bas, nothing but DEF functions and an END — is called once per enemy per frame through a custom akgl_Actor update hook. Bullets, collision, scoring and screens are C forever; everything an enemy decides is BASIC.

This is the checked-in example behind two tutorial chapters, and the chapters are the intended way in:

  • Chapter 20 — the engine and the boundary: from an empty file to a C game that boots a script and hands one actor to BASIC.
  • Chapter 21 — the data structures and the AI: from SELF@ to a full attacking wave.

It is an academic exercise demonstrating how such an embed is done, not a claim that it is the best way to write a GALAGA.

Building and running

The example builds when both example and graphics builds are on:

cmake -S . -B build-akgl -DAKBASIC_WITH_AKGL=ON
cmake --build build-akgl --target akbasic_example_galaga
build-akgl/akbasic_example_galaga
Key Does
Left / Right move the ship
Space fire (two shots on screen, the classic rule)
Return choose a menu entry

Flags

akbasic_example_galaga [--assets DIR] [--script PATH] [--frames N]
                       [--autoplay] [--screenshot PATH] [--screenshot-frame N]

--script points at a different enemy script, which is the whole point of the architecture: edit galaga.bas, run again, no rebuild. --frames N with --autoplay is the headless smoke test CI runs under the dummy SDL drivers; the final log line reports frames, score, kills and shots per kind, and the script-error count — a wave of dumb enemies still exits 0, and that count is how you notice.

The files

File Owns
galaga.h the shared structs — the whole boundary in one header
main.c startup order, the frame loop, screens, the starfield
script.c everything that touches the interpreter
enemies.c wave table, formation grid, the enemy update hook
player.c the ship, both bullet kinds, every collision
galaga.bas every decision an enemy makes
interop_test.c round-trip proof the boundary works, run by CTest
assets/ sprite/character JSON, and Kenney CC0 art under assets/art/