`shape_variable()` took the identifier off the leaf and looked the variable up without ever evaluating the subscript, and both verbs then addressed element zero with a literal. So `SSHAPE SH$(2), ...` wrote the handle into `SH$(0)` and `GSHAPE SH$(2)` stamped whatever was in `SH$(0)`. Ordinary assignment and `PRINT` honour the subscript, which is what made this expensive: a program keeping several saved shapes in an array got every one of them resolving to the same element, silently, and the only symptom was that every stamp came out as the last shape captured. The Breakout in examples/ keeps its six brick stamps in six separate scalars for exactly this reason. `SPRSAV` was the counter-example and is the model -- it evaluates its argument and handles an array element correctly. The subscript resolution itself is now shared: `collect_subscripts()` comes out of src/environment.c as `akbasic_environment_collect_subscripts()`, so a verb taking a variable by name resolves a subscript the same way assignment does rather than each verb deciding for itself. tests/graphics_verbs.c covers TODO.md's reduction -- which used to print "[SHAPE:0] []" and now prints "[] [SHAPE:0]" -- and the case a program actually wants: two shapes captured into two elements, each stamped back through its own, asserted against the device log so a fix that merely made the strings look right would not pass. Chapter 18's trap 4 becomes history, and Chapter 6 says an array works. TODO.md section 9 item 6, struck. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
25 KiB
18. Tutorial: Breakout with artwork
Chapter 17 built Breakout out of text and two DATA sprites.
This chapter builds it again out of downloaded artwork, with powerups, a coloured HUD
and three voices of sound — and almost nothing about the shape of the program survives the
change. The finished listing is
examples/breakout/sprites/breakout.bas.
Read Chapter 17 first if you have not. The rules it teaches — declare every name up front,
loop with GOTO, parenthesise mixed + and - — all still apply here and are not
repeated.
$ ./build-akgl/basic examples/breakout/sprites/breakout.bas
| Key | Does |
|---|---|
| left / right | move the paddle |
| space | start a game, launch the ball, release a stuck ball |
| P | pause |
| S | sound on and off |
| Q or escape | quit |
A broken brick drops a gem about one time in seven. Catch it with the paddle; the colour tells you which it is.
| Gem | Name | Does | For |
|---|---|---|---|
| red | EXPAND | doubles the paddle's width | 20 seconds |
| yellow | MULTI | throws two more balls off the one in play | until they are lost |
| green | SLOW | drops the ball's speed to about two thirds | 16 seconds |
| blue | STICKY | the ball sticks where it lands; space fires it | 18 seconds |
| purple | CATCH | a second bar appears higher up the field | 24 seconds |
Step 1: Put the artwork on the screen
SPRSAV loads an image file straight into a sprite slot, and a sprite loaded that way
keeps the image's own size rather than being forced to 24 by 21 — see
Chapter 8.
I# = 0
SPRSAV "art/paddleBlu.png", 3
SPRSAV "art/paddleRed.png", 4
SPRSAV "art/ballBlue.png", 5
SPRSAV "art/element_red_polygon_glossy.png", 6
SPRSAV "art/element_green_polygon_glossy.png", 7
SPRSAV "art/element_purple_polygon_glossy.png", 8
FOR I# = 3 TO 8
SPRITE I#, 1, 2
NEXT I#
MOVSPR 3, 20, 20
MOVSPR 4, 20, 60
MOVSPR 5, 160, 30
MOVSPR 6, 30, 120
MOVSPR 7, 130, 120
MOVSPR 8, 230, 120
That is the whole game's cast: two bars, a ball and five gems. The path is tried against
the working directory first and then against the directory the program was loaded from,
so a .bas stored beside its art/ runs from anywhere.
The artwork here is Kenney's Puzzle Pack 1,
released under CC0;
examples/breakout/sprites/art/PROVENANCE.md records which file is used for what.
Crediting Kenney is not required by CC0 — do it anyway.
SPRITE n, 1, 2 turns a sprite on in colour 2. A sprite's colour multiplies the
artwork rather than replacing it, so colour 2 (white) is what leaves the artwork looking
like itself.
Step 2: Budget the eight sprite slots before you write anything else
There are eight sprites. That is not a limit you will design your way around, so decide what they are first:
| Slot | Is |
|---|---|
| 1 | the HUD strip — a captured drawing |
| 2 | the playing field — a captured drawing |
| 3 | the paddle |
| 4 | the catcher bar (the purple gem) |
| 5, 6, 7 | up to three balls |
| 8 | the falling gem |
Two of the eight are the screen, and Step 3 is why. That leaves six for everything
else, which is the reason the bricks are drawn rather than made of artwork — sixty of
them will not fit in six slots, and there is no way to get artwork onto the screen other
than a sprite. GSHAPE cannot stamp a sprite and SPRSAV cannot read one back out.
It is also the reason for "one gem at a time": there is one slot for it, so a brick broken while a gem is falling drops nothing.
Step 3: Turn what you drew into a sprite
In the standalone SDL build the text layer repaints every row of the window, opaque,
after your program's steps have run and before the frame is presented — so anything
DRAW, BOX or CIRCLE puts on the screen is painted over before anybody sees it.
Sprites are drawn after the text layer. A sprite is the only thing on the screen a
program can rely on being visible. (TODO.md §9 item 3; the figures in this chapter are
rendered by a tool that omits the text layer, which is why they can show a drawing at
all.)
That leaves exactly one way to put a picture up: draw it, capture it with SSHAPE,
install the capture with SPRSAV.
SSHAPE Z$, 0, 60, 800, 600
SPRSAV Z$, 2
SPRITE 2, 1, 2
MOVSPR 2, 0, 60
Four lines, and they are the last four of every draw routine in the game. Z$ holds a
handle rather than pixels — see Chapter 6 —
which is all SPRSAV needs.
Stamp the bricks; do not paint them
Draw one brick per colour, capture the six of them, and stamp them with GSHAPE:
DIM BRC#(6)
I# = 0
R# = 0
K# = 0
T1# = 0
T2# = 0
FOR I# = 0 TO 5
READ BRC#(I#)
NEXT I#
GRAPHIC 1, 1
WIDTH 1
FOR R# = 0 TO 5
COLOR 1, BRC#(R#)
T1# = R# * 20
T2# = T1# + 8
FOR K# = 0 TO 7
DRAW 1, 0, T1# + K# TO 67, T1# + K# : DRAW 1, 0, T2# + K# TO 67, T2# + K#
NEXT K#
NEXT R#
DATA 3, 9, 8, 6, 4, 5
Six 68 by 16 bricks, filled two scan lines at a time so the set costs about a hundred and thirty lines rather than the two hundred and seventy a line-at-a-time loop would take. Step 4 explains why that number matters.
PAINT would be one statement instead of sixteen and is not an option. It costs
nearly four milliseconds a call; sixty of those is seven frames.
SSHAPE has sixteen slots, nothing gives one back, and GRAPHIC 5 gives back all of
them at once. So the game counts what it has spent and rebuilds the stamps from scratch
whenever the pool runs dry:
LABEL DRAWJOB
IF SHN# < 14 THEN GOTO DRAWJOB2
GOSUB DRAWPROTOS
RETURN
Flatten the field before you draw it
The draw routine should not be deciding anything. When a brick breaks, walk the grid and write out a list of the bricks still standing, row by row — so a row is a contiguous run of that list, and drawing it is a stamp and an advance:
LABEL BUILDLIVE
LN# = 0
FOR R# = 0 TO 5
RS#(R#) = LN#
RC#(R#) = 0
GOSUB BUILDROW
NEXT R#
RETURN
LABEL BUILDROW
FOR C# = 0 TO 9
IF BRK#(R# * 10 + C#) > 0 THEN BEGIN
LX#(LN#) = BRKX# + C# * 72
LY#(LN#) = BRKY# + R# * 24
LN# = LN# + 1
RC#(R#) = RC#(R#) + 1
BEND
NEXT C#
RETURN
RS#(R#) is where row R#'s run starts and RC#(R#) is how long it is. This costs about
four lines a brick and has all the time in the world; the draw costs two and has a
deadline. That trade is the spine of this program and it comes back in Step 6 for the
lettering.
Now the whole screen, drawn and captured and dressed with artwork:
DIM BRC#(6)
I# = 0
R# = 0
C# = 0
K# = 0
T1# = 0
T2# = 0
Z$ = ""
FOR I# = 0 TO 5
READ BRC#(I#)
NEXT I#
GRAPHIC 1, 1
WIDTH 1
FOR R# = 0 TO 5
COLOR 1, BRC#(R#)
T1# = R# * 20
T2# = T1# + 8
FOR K# = 0 TO 7
DRAW 1, 0, T1# + K# TO 67, T1# + K# : DRAW 1, 0, T2# + K# TO 67, T2# + K#
NEXT K#
NEXT R#
SSHAPE Z$, 0, 0, 68, 16 : S0$ = Z$
SSHAPE Z$, 0, 20, 68, 36 : S1$ = Z$
SSHAPE Z$, 0, 40, 68, 56 : S2$ = Z$
SSHAPE Z$, 0, 60, 68, 76 : S3$ = Z$
SSHAPE Z$, 0, 80, 68, 96 : S4$ = Z$
SSHAPE Z$, 0, 100, 68, 116 : S5$ = Z$
GRAPHIC 1, 1
WIDTH 2
COLOR 5, 16 : COLOR 1, 4
BOX 5, 2, 62, 797, 597
BOX 1, 6, 66, 793, 593
FOR C# = 0 TO 9
Z$ = S0$ : GSHAPE Z$, 42 + C# * 72, 108
Z$ = S1$ : GSHAPE Z$, 42 + C# * 72, 132
Z$ = S2$ : GSHAPE Z$, 42 + C# * 72, 156
Z$ = S3$ : GSHAPE Z$, 42 + C# * 72, 180
Z$ = S4$ : GSHAPE Z$, 42 + C# * 72, 204
Z$ = S5$ : GSHAPE Z$, 42 + C# * 72, 228
NEXT C#
SSHAPE Z$, 0, 60, 800, 600
SPRSAV Z$, 2
SPRITE 2, 1, 2
MOVSPR 2, 0, 60
SPRSAV "art/paddleBlu.png", 3
SPRSAV "art/ballBlue.png", 5
SPRITE 3, 1, 2
SPRITE 5, 1, 2
MOVSPR 3, 348, 540
MOVSPR 5, 389, 517
DATA 3, 9, 8, 6, 4, 5
Everything above the last four lines is a drawing nobody would ever see. SSHAPE and
SPRSAV are what make it the screen.
The game keeps its six stamps in six separate scalars rather than an array, which it had to when it was written — see the fourth trap at the end of this chapter. An array works now.
Step 4: Find the frame boundary
The host runs 256 source lines and then presents the frame, and presenting throws the
drawing buffer away. So everything between a GRAPHIC 1, 1 and its SSHAPE has to
happen inside one of those batches. Draw more than that and the capture comes back
holding only the tail of what you drew, over whatever the frame before it left behind —
which looks exactly like a ghost.
TI# is refreshed from the host's clock once per batch, so the step on which TI#
changes is the first step of a batch. Spinning until it changes is the only way a
program in this dialect can locate a frame boundary:
LABEL PACE
LASTT# = TI#
LABEL PACEEDGE
IF TI# - LASTT# < 2 THEN GOTO PACEEDGE
RETURN
Two jiffies is thirty frames a second. LASTT# is sampled on entry rather than carried
over from the last frame, and that is the whole correctness of the routine. Carried
over, a frame whose work ran long finds the time already spent, returns immediately from
somewhere in the middle of a batch, and the capture that follows is ruined. Sampling here
means the loop always sees TI# change under it, and a change is only ever seen on the
first step of a batch.
Measured on one machine: after a jiffy edge, 220 lines of drawing survive the capture intact and 250 do not. Every draw routine in the game is written to stay near 200.
Arithmetic is free. A routine that computes for two thousand steps costs frame rate and nothing else. Only drawing has a deadline — which is what makes Step 3's flattening and Step 6's stroke lists worth their complexity.
Step 5: Do at most one capture per frame
The frame loop paces first, then draws at most one thing, then plays the game:
LABEL FRAME
GOSUB PACE
GOSUB DRAWJOB
GOSUB READKEYS
IF STATE# = 0 THEN GOSUB TITLETICK
IF STATE# = 1 THEN GOSUB SERVETICK
IF STATE# = 2 THEN GOSUB PLAYTICK
IF STATE# = 3 THEN GOSUB LOSTTICK
IF STATE# = 4 THEN GOSUB CLEARTICK
IF RUNNING# = 0 THEN GOTO SHUTDOWN
GOTO FRAME
DRAWJOB is a queue of one, chosen by dirty flags — stamps first because everything else
draws with them, then the field, then the HUD:
LABEL DRAWJOB
IF SHN# < 14 THEN GOTO DRAWJOB2
GOSUB DRAWPROTOS
RETURN
LABEL DRAWJOB2
IF DPLAY# = 0 THEN GOTO DRAWJOB3
GOSUB DRAWPLAY
DPLAY# = 0
RETURN
LABEL DRAWJOB3
IF DHUD# = 0 THEN RETURN
GOSUB DRAWHUD
DHUD# = 0
RETURN
The game sets DPLAY# = 1 or DHUD# = 1 when something changes and never draws
directly. One consequence is visible and deliberate: the score lags the bricks by one
frame, because the field goes first. At thirty frames a second nobody can see it.
Those are LABELs and GOTOs rather than BEGIN blocks, and when this was written that
was not a style choice: a loop inside a block that was skipped left the interpreter with
no GOSUB to return from. That is fixed — see trap 3 below — and the shape is kept
because it costs nothing and reads the same.
Step 6: Draw the lettering, because text has no colour
The interpreter's text sink is white and has no verb that changes it; CHAR parses a
colour argument and ignores it. A coloured HUD therefore has to be drawn, which means
carrying a font.
The one here is four units wide and seven tall, one glyph per DATA line: how many
strokes, then that many pairs of points. A point is coded X * 10 + Y, so 0 is the
top-left corner, 30 the top right and 36 the bottom right.
DIM FNC#(5)
DIM FNI#(5)
DIM FNS#(60)
I# = 0
K# = 0
N# = 0
D# = 0
GP# = 0
GX# = 0
GX2# = 0
P1# = 0
P2# = 0
X1# = 0
Y1# = 0
X2# = 0
Y2# = 0
FOR I# = 0 TO 4
READ N#
FNC#(I#) = N#
FNI#(I#) = GX#
GOSUB READGLYPH
NEXT I#
GRAPHIC 1, 1
WIDTH 2
COLOR 1, 8
SZ# = 9
FOR I# = 0 TO 4
GOSUB DRAWGLYPH
NEXT I#
END
LABEL READGLYPH
FOR K# = 1 TO N# * 2
READ D#
FNS#(GX#) = D#
GX# = GX# + 1
NEXT K#
RETURN
LABEL DRAWGLYPH
GP# = FNI#(I#)
GX2# = 20 + I# * SZ# * 5
FOR K# = 1 TO FNC#(I#)
P1# = FNS#(GP#)
P2# = FNS#(GP# + 1)
GP# = GP# + 2
X1# = GX2# + (P1# / 10) * SZ#
Y1# = 20 + MOD(P1#, 10) * SZ#
X2# = GX2# + (P2# / 10) * SZ#
Y2# = 20 + MOD(P2#, 10) * SZ#
DRAW 1, X1#, Y1# TO X2#, Y2#
NEXT K#
RETURN
REM S
DATA 5, 0,30, 0,3, 3,33, 33,36, 6,36
REM C
DATA 3, 0,30, 0,6, 6,36
REM O
DATA 4, 0,30, 6,36, 0,6, 30,36
REM R
DATA 5, 0,6, 0,30, 3,33, 30,33, 13,36
REM E
DATA 4, 0,6, 0,30, 3,33, 6,36
SZ# is the scale, so the same table draws a 12-unit BREAKOUT on the title screen and
a 4-unit SCORE in the HUD. The game reads a character to a glyph number with
INSTR(ALPHA$, MID(TX$, TXI#, 1)) over a 41-character alphabet, which is why the order of
the DATA lines matters.
Building the strokes and drawing them are separate jobs, on different frames. Turning a string into strokes costs about sixteen lines a character and happens when a number changes; the draw routine merely replays the list at two lines a stroke, and it is the one with the deadline:
LABEL DRAWHUD
GRAPHIC 1, 1
WIDTH 1
COLOR 0, 1 : COLOR 1, 4 : COLOR 2, 8 : COLOR 3, 5
COLOR 4, 11 : COLOR 5, 16 : COLOR 6, 6
BOX 5, 0, 56, 799, 57
IF HN# = 1 THEN DRAW HC#(0), HX1#(0), HY1#(0) TO HX2#(0), HY2#(0)
IF HN# < 2 THEN GOTO HUDONE
FOR I# = 0 TO HN# - 1
DRAW HC#(I#), HX1#(I#), HY1#(I#) TO HX2#(I#), HY2#(I#)
NEXT I#
LABEL HUDONE
SSHAPE Z$, 0, 0, 800, 60
SPRSAV Z$, 1
SPRITE 1, 1, 2
MOVSPR 1, 0, 0
RETURN
Each stroke carries its own colour source, so one pass over the list draws in as many colours as it likes: labels cyan, the score yellow, the lives green, the level red. Seven colour sources is the ceiling — which is why the purple gem's banner is the closest purple the palette has rather than the gem's own.
The one-stroke case is written out beside the loop. That is the second trap below, and every loop over a list in this program has it.
Step 7: Bounce the ball without a square root
There is no SQR in this dialect, so the game never computes a magnitude. Eight landing
zones across the bar, each holding very nearly a unit vector, and a velocity is
always one of them times the current speed:
DATA -0.85, -0.62, -0.40, -0.18, 0.18, 0.40, 0.62, 0.85
DATA -0.53, -0.78, -0.92, -0.98, -0.98, -0.92, -0.78, -0.53
LABEL HITBAR
IF BLY%(B#) + 21 < T2# THEN RETURN
IF BLY%(B#) > T2# + 23 THEN RETURN
IF BLX%(B#) + 21 < T1# THEN RETURN
IF BLX%(B#) > T1# + T3# THEN RETURN
T4# = (BLX%(B#) + 11 - T1#) * 8 / T3#
IF T4# < 0 THEN T4# = 0
IF T4# > 7 THEN T4# = 7
BLVX%(B#) = ZVX%(T4#) * SPD%
BLVY%(B#) = ZVY%(T4#) * SPD%
BLY%(B#) = T2# - 23
RETURN
A bounce off a wall or a brick only ever flips a sign, so a ball is always travelling at
exactly the SPD% that was in force when it last left a bar. That makes the SLOW gem a
ratio of two speeds rather than a change of magnitude:
LABEL RESCALE
IF BSPD% < 0.1 THEN BSPD% = SPD%
RAT% = SPD% / BSPD%
BSPD% = SPD%
FOR B# = 0 TO 2
IF BLON#(B#) = 1 THEN BEGIN
BLVX%(B#) = BLVX%(B#) * RAT%
BLVY%(B#) = BLVY%(B#) * RAT%
BEND
NEXT B#
RETURN
RAT% is a float variable on purpose: an integer one holds the 0.75 of a slowdown as
0 and stops the ball dead. That is the first trap below, and it is the expensive one.
Scaling by the vertical component instead — which is what this routine did first — is not a slowdown at all. A shallow ball's small vertical gets stretched up to the new speed and drags the large horizontal with it, so SLOW made the ball faster. Sixty degrees of the eight zones are shallow enough to do it.
Brick collision reflects off whichever face the ball has less of itself past, which is the standard box resolution and the reason a ball clipping the end of a row goes sideways instead of straight back down:
T1# = RGT# : IF BX1# + 67 < T1# THEN T1# = BX1# + 67
T2# = LFT# : IF BX1# > T2# THEN T2# = BX1#
T3# = BOT# : IF BY1# + 15 < T3# THEN T3# = BY1# + 15
T4# = TOP# : IF BY1# > T4# THEN T4# = BY1#
IF T1# - T2# < T3# - T4# THEN BLVX%(B#) = 0.0 - BLVX%(B#)
IF T1# - T2# >= T3# - T4# THEN BLVY%(B#) = 0.0 - BLVY%(B#)
T1# to T4# are the overlapping rectangle; its width against its height is the whole
test. A ball can only be over four cells at once, so the cells are worked out from its box
rather than by walking sixty bricks.
Step 8: Gems and powerups
A gem is one sprite, one type number and two timers. The type picks the artwork, the
banner colour and what TAKEGEM does:
LABEL SPAWNGEM
RNMAX# = 5
GOSUB NEXTRAND
GMTYP# = RNVAL# + 1
GMX% = BX1# + 10
GMY% = BY1#
IF GMTYP# = 1 THEN SPRSAV "art/element_red_polygon_glossy.png", 8
IF GMTYP# = 2 THEN SPRSAV "art/element_yellow_polygon_glossy.png", 8
IF GMTYP# = 3 THEN SPRSAV "art/element_green_polygon_glossy.png", 8
IF GMTYP# = 4 THEN SPRSAV "art/element_blue_polygon_glossy.png", 8
IF GMTYP# = 5 THEN SPRSAV "art/element_purple_polygon_glossy.png", 8
GMON# = 1
SPRITE 8, 1, 2
MOVSPR 8, GMX%, GMY%
RETURN
Reloading slot 8 is how one sprite becomes five gems. SPRSAV over a live slot
replaces the artwork; there is no need for a slot per gem, and there was never a slot to
spare.
Every timer is a frame count decremented in one place, so an expiry is where the effect is undone:
IF PDEXP# > 0 THEN BEGIN
PDEXP# = PDEXP# - 1
IF PDEXP# = 0 THEN BEGIN
PDW# = 104
SPRITE 3, 1, 2, 0, 0, 0
BEND
BEND
EXPAND is SPRITE 3, 1, 2, 0, 1, 0 — the x-expand bit, which is the only scaling a sprite
has, and doubling the artwork is exactly what it wants.
The CATCH bar mirrors the paddle rather than following it:
CTX% = 0.0 - PDX% + WALLL# + WALLR# - 104
That is deliberate. A second bar directly above the first is worth nothing; a mirrored one
turns a dive across the field into a save at both ends. Note the leading 0.0 — trap one
again, and this line was wrong before it was right.
Step 9: Three voices, and a mute that costs nothing
Voice 1 is the ball hitting things, voice 2 is the gem and the ball being lost, and voice
3 is reserved for PLAY so a brick going cannot cut a tune off mid-note.
SOUND's frequency argument is a SID register value, not hertz. The pitch is
register * 1022730 / 16777216 — see Chapter 7 — so work the notes
out once and write them down: 17175 is C6, 8579 C5, 4298 C4, 3609 A3. The brick tone is
pitched by the row it came from —
SOUND 1, 17175 - R# * 2100, 4
— so the top row rings at C6, each row down drops about a third, and a wall coming apart plays itself down a scale.
Mute with VOL 0 rather than a flag tested at eleven call sites:
LABEL PRESSMUTE
SNDON# = 1 - SNDON#
IF SNDON# = 1 THEN VOL 8
IF SNDON# = 0 THEN VOL 0
RETURN
A silenced voice costs nothing to issue. One line beats eleven scattered through the game.
Five things in this dialect that do not do what they look like
Each of these cost an evening. All five are filed in TODO.md §9 with a reduction and
the file and line of the cause.
1. The left operand decides integer or float arithmetic
LEVEL# = 4
SPD% = 5.6 + LEVEL# * 0.45
PRINT "INTEGER FIRST " + SPD%
SPD% = 5.6 + 0.45 * LEVEL#
PRINT "FLOAT FIRST " + SPD%
V% = 6.4
PRINT "0 - V% " + (0 - V%)
PRINT "0.0 - V% " + (0.0 - V%)
FOR I# = 0 TO 0
PRINT "THE BODY RAN"
NEXT I#
PRINT "AFTER THE LOOP"
INTEGER FIRST 5.600000
FLOAT FIRST 7.400000
0 - V% -6
0.0 - V% -6.400000
AFTER THE LOOP
This is the dangerous one, because nothing fails. The program computes something else
and carries on. Two live bugs in this game came from it: SPD% = 5.6 + LEVEL# * 0.45 was
a flat 5.6, so no level ever got faster than level one; and 0 - BLVX%(B#), the obvious
way to reverse a ball, quantised its velocity to whole pixels on every bounce and bled
speed out of it. Neither produced a diagnostic.
Put the float on the left, and put the answer somewhere with a % on it. A float
expression landing in a # variable truncates.
2. A FOR whose bounds are equal does not run its body
The last two lines of that output are the second trap: FOR I# = 0 TO 0 runs zero times.
Knowing it and remembering it while writing a loop over "the bricks still standing" are
different things, and the last brick of a row is exactly that case — which is why every
loop over a list in this program has its one-item case written out beside it:
LABEL STAMPROW
IF T2# < 1 THEN RETURN
IF T2# = 1 THEN GSHAPE Z$, LX#(T1#), LY#(T1#)
IF T2# < 2 THEN RETURN
FOR I# = T1# TO T1# + T2# - 1
GSHAPE Z$, LX#(I#), LY#(I#)
NEXT I#
RETURN
3. A skipped BEGIN block containing a loop — fixed
This one is here as history rather than as a warning. A loop inside a block that was not
taken used to leave a scope behind, and inside a routine the orphan sat between it and
its caller — so the RETURN after the block reported RETURN outside the context of GOSUB from a routine that plainly was entered by a GOSUB. The error named the one
construct that was not at fault, which is why it cost an evening.
T# = 0
GOSUB DOIT
PRINT "CAME BACK"
END
LABEL DOIT
IF 1 = 0 THEN BEGIN
FOR I# = 0 TO 2
T# = T# + 1
NEXT I#
BEND
RETURN
CAME BACK
FOR creates its environment when the line is parsed and the skip is decided when it
is evaluated; the skip now releases what parsing pushed. The listing still guards
its loops with GOTO, which is where this chapter's own history shows: written that way
because it had to be, and left that way because it works.
4. SSHAPE and GSHAPE ignoring a subscript — fixed
Also history. The handle used to land in element zero whatever subscript you wrote, and
GSHAPE SH$(2) stamped whatever was in SH$(0) — while ordinary assignment and PRINT
honoured the subscript, which is what made it expensive to find. The symptom was that
every brick came out the colour of the last stamp captured.
DIM SH$(4)
SSHAPE SH$(2), 0, 0, 61, 4
PRINT "[" + SH$(0) + "] [" + SH$(2) + "]"
[] [SHAPE:0]
An array of shapes works now. The listing in examples/ still keeps its six brick
stamps in six scalars — S0$ to S5$ — because that is what it had to do, and the
field is still drawn as six runs of one colour rather than brick by brick, which turned
out to be cheaper anyway.
5. READ walks one cursor through every DATA item in the file
DIM T#(3)
DIM F#(3)
I# = 0
GOSUB LOADFONT
GOSUB LOADTABLE
PRINT "TABLE " + T#(0) + " " + T#(1) + " " + T#(2)
PRINT "FONT " + F#(0) + " " + F#(1) + " " + F#(2)
END
LABEL LOADTABLE
FOR I# = 0 TO 2
READ T#(I#)
NEXT I#
RETURN
LABEL LOADFONT
FOR I# = 0 TO 2
READ F#(I#)
NEXT I#
RETURN
DATA 11, 12, 13
DATA 21, 22, 23
TABLE 21 22 23
FONT 11 12 13
The DATA written first went to whichever routine ran first, not to the one it was
written for. Two loaders means the one whose DATA comes first in the file has to be
called first — obvious in hindsight, and not obvious when the symptom is a font table
full of brick colours. RESTORE to a label is the way out when the order cannot be
arranged; Chapter 17 uses it to pick a level layout.
The budgets
This program sits close to four ceilings at once, and knowing where they are is what stops a feature costing an afternoon before it is abandoned:
| Resource | There are | This game uses |
|---|---|---|
| Sprites | 8 | 8 |
| Variables | 128 | 121, plus 4 the interpreter makes |
| Labels | 64 | 61 |
SSHAPE slots |
16, none reclaimed except by GRAPHIC 5 |
6 stamps plus 1 capture a frame |
| Value-pool slots | 4096 for arrays and structures; a scalar costs none | six arrays, declared once — see Chapter 17 |
| Scopes | 32 | 6 deep at most |
| Tokens on a line | 32, and the 33rd kills the interpreter rather than raising | short lines, temporaries instead of long conditions |
That is also why several things are not in the game, and they are worth naming honestly rather than leaving to be discovered: no music under the play, only event sounds and two four-note stings; one gem at a time; sticky and multiball share one offset, so two balls stuck to the paddle sit on top of each other; and no high score on disk, because there is no disk.
Where to go next
- Chapter 8 is the sprite reference: every form of
SPRSAV, theMOVSPRforms, collision and whatRSPPOSreads back. - Chapter 6 is the drawing reference, including
SSHAPE,GSHAPEand what a shape handle is. - Chapter 7 is
SOUND,PLAY,ENVELOPEandVOL. - Chapter 14 explains the step loop and the pools this chapter keeps running into, from the interpreter's side.
TODO.md§9 is the eight defects this game found, each with a reduction, the cause and what a fix would touch.



