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akbasic/docs/08-sprites.md
Andrew Kesterson cdaefcc941
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Write the usage guide as thirteen chapters in docs/
Organised the way the C128 Programmer's Reference Guide is: the language
first, then each hardware area, then the reference sections. One markdown
file per chapter.

The verb and function references are generated from the interpreter's own
dispatch table, with an assertion that every row is described, so they cannot
drift out of step with what the program accepts. 98 verbs and 30 functions.

Every example was run before it was written down, which caught three claims
that were wrong: a whole FOR loop on one line prints nothing rather than
looping once, MID and INSTR count from zero where a C128 counts from one, and
a multi-line DEF returns a value the caller has to assign away.

Chapter 13 is the list a BASIC 7.0 programmer needs -- roughly sixty
documented differences, including the two known FOR defects and the fact that
drawing does not survive a frame.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:50 -04:00

4.1 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 SPRITE 1, 1, 3
20 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.