docs/20 builds the engine and the boundary: the startup order, the starfield, actors and collision, booting a DEF-only script, the issue #8 mode workaround, the custom update hook, first light, screens, and the headless harness. docs/21 builds the three shared structures and the AI: the host type tables, the actor binding, the randomness route around issue #16, the measured case against structure arguments (issue #36), the three language rules that shape the script, the maneuvers, the argued formation decision, the script-death policy, and the interop proof. Every fenced block runs under tests/docs_examples.sh in both build configurations; five new preludes carry the C fragments. docs/10 gains the 'Calling a function every frame' section the chapters lean on: the per-call akbasic_environment_zero() rule, the set_mode(RUN) workaround, the clear_error() revival, and the case for rebinding over structure arguments. Index rows and chapter counts updated. Co-authored-by: andrew <andrew@aklabs.net> Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
56 lines
1.3 KiB
Plaintext
56 lines
1.3 KiB
Plaintext
/*
|
|
* Prelude for statement-context fragments in docs/20: runs of CATCH calls
|
|
* from the galaga frame loop, shown without their scaffolding because the
|
|
* ATTEMPT protocol is the scaffolding. Same policy as hostcalls.pre.
|
|
*/
|
|
#include <stdbool.h>
|
|
#include <stddef.h>
|
|
#include <stdint.h>
|
|
#include <stdio.h>
|
|
#include <string.h>
|
|
|
|
#include <SDL3/SDL.h>
|
|
#include <SDL3_ttf/SDL_ttf.h>
|
|
|
|
#include <akerror.h>
|
|
#include <akstdlib.h>
|
|
|
|
#include <akgl/actor.h>
|
|
#include <akgl/controller.h>
|
|
#include <akgl/draw.h>
|
|
#include <akgl/game.h>
|
|
#include <akgl/heap.h>
|
|
#include <akgl/renderer.h>
|
|
#include <akgl/ui.h>
|
|
|
|
#include <akbasic/error.h>
|
|
#include <akbasic/runtime.h>
|
|
|
|
typedef enum
|
|
{
|
|
GALAGA_SCREEN_TITLE = 0,
|
|
GALAGA_SCREEN_PLAY,
|
|
GALAGA_SCREEN_GAMEOVER,
|
|
GALAGA_SCREEN_VICTORY
|
|
} galaga_Screen;
|
|
|
|
struct galaga_docs_Game
|
|
{
|
|
galaga_Screen screen;
|
|
float dt;
|
|
akgl_Actor *player;
|
|
};
|
|
extern struct galaga_docs_Game galaga_game;
|
|
extern akgl_Actor *galaga_enemy_actors[40];
|
|
|
|
akerr_ErrorContext AKERR_NOIGNORE *declare_title(void);
|
|
akerr_ErrorContext AKERR_NOIGNORE *declare_play(void);
|
|
akerr_ErrorContext AKERR_NOIGNORE *declare_end(void);
|
|
akerr_ErrorContext AKERR_NOIGNORE *galaga_docs_fragment(void);
|
|
akerr_ErrorContext AKERR_NOIGNORE *galaga_docs_fragment(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
SDL_Event event;
|
|
|
|
ATTEMPT {
|