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akbasic/examples/breakout/sprites/art/PROVENANCE.md
Andrew Kesterson cb0e2d0800
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Add two Breakout examples and the tutorials that build them
Two complete games in `examples/breakout/`, both 100% BASIC: `characters/`
draws its wall in the text grid with two `DATA` sprites for the ball and
paddle, and `sprites/` loads CC0 artwork and captures its whole screen with
`SSHAPE`/`SPRSAV`. They take opposite shapes for reasons that are entirely
this interpreter's, which is what the chapters are for.

`docs/17-tutorial-breakout.md` and `docs/18-tutorial-breakout-artwork.md`
build each one a step at a time, and end in a checklist of the rules a real
program runs into: create every name before the loop starts, write a text row
whole, loop with `GOTO` rather than `DO`, put the float on the left. Every
trap is a runnable block with its own output rather than a claim -- the value
pool dying at four thousand names, the skipped `BEGIN` block that breaks its
caller's `RETURN`, `SSHAPE` ignoring a subscript, `READ`'s single cursor.

Five figures, generated from the listings beside them by `docs_screenshots`,
and a `breakout_art` setup so the ones that load artwork load the example's
own. The character game's wall cannot be photographed -- the screenshot host
omits the text layer on purpose -- so it is shown as compared output instead.

`docs/07-sound.md` never said `SOUND`'s frequency is a SID register value
rather than hertz, which both games depend on. It says so now, with the
conversion from `src/audio_tables.c:84`.

`TODO.md` gains the thirteen defects the two games turned up -- §6 items 30
to 33 and all of §9 -- each with a reduction that fits on a screen, the file
and line of the cause, and what a fix would touch.

Verified: `docs_examples` passes in both build configurations,
`docs_screenshots --check` re-renders all thirteen figures and byte-compares
them, the full 109-test suite passes in both builds, every quoted fragment
was checked to appear verbatim in the listing it came from, and every
relative link and anchor resolves.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 22:54:42 -04:00

1.9 KiB

Where this art came from

Every PNG in this directory is from Kenney's Puzzle Pack 1, released into the public domain under Creative Commons Zero. License.txt is the pack's own licence file, copied here unedited.

The files are the pack's PNG/Default/ versions, byte for byte — nothing is resized, recoloured or re-encoded, so the checksum of any of them still matches the distributed archive.

File Size Used for
paddleBlu.png 104x24 the player's paddle
paddleRed.png 104x24 the second paddle, from the CATCHER powerup
ballBlue.png 22x22 the ball
ballGrey.png 22x22 the extra balls from MULTIBALL
element_red_polygon_glossy.png 48x46 the EXPAND powerup
element_yellow_polygon_glossy.png 48x46 the MULTIBALL powerup
element_green_polygon_glossy.png 48x46 the SLOW powerup
element_blue_polygon_glossy.png 48x46 the STICKY powerup
element_purple_polygon_glossy.png 48x46 the CATCHER powerup

The pack's PNG/Double/ versions are twice these sizes and are the wrong scale for an 800x600 field. SPRITE's x- and y-expand bits would double them again, which is the only scaling this interpreter has — there is no way to make a sprite smaller — so the Default set is the one that fits.

Everything else on screen — the bricks, the walls, the HUD lettering, the title — is drawn by the program with DRAW and BOX. See README-sprites.md for why only eight things in this game can be made of artwork.