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Rewrite the two game tutorials as instructions rather than commentary
Chapters 17 and 18 read as a code review of a finished listing: they explained
why each decision had been made, walked through the project's own history, and
led with what had once been broken. A reader who wanted to build the game got
the reasoning and had to reconstruct the program.

Both are now step-by-step. Each opens with a picture of the finished game and a
bullet list of the steps, each bullet is a section, and each section states its
goal, shows the code, and says how to check it. Chapter 17 is sixteen steps and
Chapter 18 is thirteen, and the last of each is the assembly: the order of the
file, the full declaration block, and the routines the earlier steps referred to.
Project history is gone -- it belongs in Chapter 14 and in git -- and where a
listing has to do something awkward, the tutorial shows how first and names the
`TODO.md` item that will make it unnecessary second.

**Three defects had no entry anywhere**, which the rewrite found by trying to
state each rule as a rule. §6 item 35: `a - b + c` computes `a - (b + c)`,
because `subtraction()` sits above `addition()` as its own precedence level and
the inner loop eats the `+`. Item 36: only one unparenthesised `AND` or `OR` is
matched, which is item 12's `if`-where-`while` on the one operator pair item 12
did not reach. Item 37: a `GOTO` out of a `FOR` or a `DO` leaks the loop's scope,
so a main loop written that way stops on the thirty-second lost life -- which is
why both games are built out of `LABEL` and `GOTO`, and it is a workaround rather
than a preference. Chapter 3 gains the identifier rule the third trial ran into:
there is no underscore in a name, and the error says `UNKNOWN TOKEN _`.

**`tools/screenshot.c` learned to draw the text layer**, behind a new `text=1`
fence attribute, because Chapter 17's game is characters in the grid and a figure
without that layer is two sprites on black. It opens the bundled font at the size
the standalone frontend uses, so a figure's cell size is the reader's cell size,
and it uses the akgl sink alone rather than a tee so the program's output lands in
the picture instead of on the stdout the caller reads to decide a figure failed.
Both new figures -- `breakout-game.png` and `breakout-game-artwork.png` -- are
generated from listings in the chapters like every other one.

Verified by handing each chapter, alone, to an agent on a much smaller model and
telling it to build the game from the tutorial text with the `examples/` tree off
limits. The first pass scored 3.5 and 3 out of 10 and named what was missing:
routines referred to but never shown, the third level layout, the sprite `DATA`,
the font table, edits to earlier routines that were never marked as edits. Those
are now in. The second pass built a 658-line Chapter 17 game that plays itself
for ninety seconds with the score at 1890 and no error line, and the third built
a 1053-line Chapter 18 game with 61 labels, no invented routines, no gaps found,
and forty seconds clean. 9/10 and 8/10.

One real bug in the new prose, caught in review: Chapter 18's `HITBAR` did not
set the `HIT#` that `BALLPADDLE` reads to decide whether the paddle already
caught the ball. Both suites green in both configurations, `docs_examples` and
`docs_screenshots --check` pass.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
2026-08-02 08:08:23 -04:00

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8.3 KiB
Markdown

# 6. Graphics
Everything in this chapter needs the SDL build and a graphics device. Without one each
verb refuses by name:
```basic requires=noakgl
10 DRAW 1, 0, 0 TO 100, 100
```
```output
? 10 : RUNTIME ERROR DRAW needs a graphics device and this runtime has none
```
## The coordinate space
**A drawing coordinate is a pixel of the host's window**, with (0, 0) at the top left.
On the standalone interpreter's 800 by 600 window, `DRAW 1, 799, 599` lands on the
bottom-right pixel and everything in between is reachable. A game embedding the
interpreter gets whatever size its own renderer is.
`RGR` is how a program finds out:
```basic requires=akgl
10 PRINT "THE SCREEN IS"
20 PRINT RGR(1)
30 PRINT "BY"
40 PRINT RGR(2)
50 DRAW 1, 0, 0 TO RGR(1) - 1, RGR(2) - 1
```
Subtracting one is not a wart, it is the last pixel: a window `RGR(1)` wide has
columns 0 through `RGR(1) - 1`.
**A C128 listing assumes 320 by 200 and will draw in the top-left corner.** Give it
the whole window by naming the space it was written for:
```basic requires=akgl
10 SCALE 1, 319, 199
20 BOX 1, 0, 0, 319, 199
```
That box is now the border of the window whatever size the window is. When no device
answers the size question at all, 320 by 200 is what the interpreter assumes — the
space a C128 listing was written for is the right thing to fall back to.
## Colour
`COLOR` binds a *source* to a palette index, and the drawing verbs name the source
rather than the colour:
```basic requires=akgl
10 COLOR 1, 3
20 DRAW 1, 10, 20
```
Sources are numbered 0 to 6; palette indices are 1 to 16, as on a C128. That
indirection is BASIC 7.0's, and it is why every drawing verb's first argument is a
small number that is not a colour.
## The verbs
### GRAPHIC
`GRAPHIC mode` chooses a screen mode; `GRAPHIC CLR` clears it. Mode 0 is text and
refuses to draw.
Every picture in this chapter is generated by running the listing above it; see
`MAINTENANCE.md` if you are editing one.
### DRAW
```basic requires=akgl screenshot=draw
10 COLOR 1, 8
20 DRAW 1, 20, 180 TO 90, 40 TO 160, 150 TO 230, 20 TO 300, 120
30 COLOR 2, 6
40 DRAW 2, 20, 190 TO 300, 190
50 LOCATE 160, 100
60 COLOR 3, 3
70 DRAW 3
```
![](images/draw.png)
One coordinate pair plots a point. Two or more, separated by `TO`, draw a polyline. A
bare `DRAW 3` — the last line above, and the single red pixel in the middle of the
picture — plots wherever `LOCATE` left the pixel cursor.
### BOX
```basic requires=akgl screenshot=box
10 COLOR 1, 8
20 BOX 1, 20, 30, 130, 140
30 COLOR 2, 6
40 BOX 2, 180, 30, 290, 140, 30
50 COLOR 3, 3
60 LOCATE 300, 190
70 BOX 3, 20, 160
```
![](images/box.png)
Corners, and an optional rotation angle — the green box is the same box turned 30
degrees about its own centre. Two coordinates instead of four take the other corner
from the pixel cursor, which is the red box.
**`BOX` always outlines; it cannot fill.** BASIC 7.0 selects fill with a seventh
argument and that is not implemented here — see Chapter 13. `PAINT` is the fill you
have.
### CIRCLE
```basic requires=akgl screenshot=circle
10 COLOR 1, 8
20 CIRCLE 1, 80, 70, 60, 60
30 COLOR 2, 6
40 CIRCLE 2, 230, 70, 75, 45
50 COLOR 3, 3
60 CIRCLE 3, 160, 140, 130, 50, 90, 270
```
![](images/circle.png)
Source, centre, then the two radii — equal radii give a circle and unequal ones an
ellipse. Two further arguments are a start and an end angle, which is what makes the
red arc: 90 to 270 is the bottom half, because angles here are degrees clockwise from
straight up, the same convention `MOVSPR` uses. Beyond those come a rotation and the
degree increment, and a large increment is what turns a circle into a polygon.
### PAINT
```basic requires=akgl screenshot=paint
10 COLOR 1, 8
20 CIRCLE 1, 100, 100, 70, 70
30 BOX 1, 180, 50, 290, 150
40 COLOR 2, 6
50 PAINT 2, 100, 100
60 COLOR 3, 3
70 PAINT 3, 230, 100
```
![](images/paint.png)
Flood-fills the region containing a point, stopping at whatever is already drawn — so
the outline you fill inside can come from any verb. If the region is too large for the
fill's own working space it stops and reports rather than leaving a half-painted screen
with no explanation.
### LOCATE
Moves the pixel cursor, which is where a bare `DRAW` plots and where a `BOX` with two
coordinates finishes.
### SCALE
```basic requires=akgl screenshot=scale size=640x400
10 COLOR 1, 3
20 BOX 1, 0, 0, 319, 199
30 SCALE 1, 319, 199
40 COLOR 2, 6
50 BOX 2, 0, 0, 319, 199
60 DRAW 2, 0, 0 TO 319, 199
```
![](images/scale.png)
That picture is 640 by 400, and both boxes name the same four numbers. The red one is
drawn with `SCALE` off, so its coordinates are pixels and it covers exactly the
top-left 320 by 200 of the window — which is what a C128 listing does here. The green
one is drawn after `SCALE 1, 319, 199` and fills the window, and the diagonal confirms
that 319, 199 reaches the last pixel rather than stopping one short of it.
Turns on user coordinates and gives their maxima. With it on, your coordinates are
mapped onto the drawing surface: 0 is the first pixel and the maximum you gave is the
*last* one, so `DRAW 1, 1023, 1023` above reaches the bottom-right corner rather than
missing it by a pixel. `SCALE 1` on its own uses 7.0's 1023 by 1023. `SCALE 0` turns
it off and coordinates go back to being window pixels.
### RGR
`RGR(0)` is the current `GRAPHIC` mode. `RGR(1)` and `RGR(2)` are the drawing
surface's width and height in pixels — those two are ours rather than 7.0's, and they
are what a program needs to use a window whose size it did not choose. They
refuse when there is no graphics device, unlike `RGR(0)`, which is a mode this
interpreter recorded rather than a screen it has to go and measure.
**`RGR(3)` and `RGR(4)` are a character cell's width and height**, also ours. They come
from the *text* device rather than the graphics one — a character grid belongs to the
sink — so they refuse by naming that instead. Between them and
[`RWINDOW`](12-function-reference.md), which gives the current text window in columns
and rows, a program can place a character and a sprite at the same spot without
hardcoding a number measured against whatever font the host loaded:
```basic requires=akgl
10 CW# = RGR(3)
20 CH# = RGR(4)
30 COL# = 12
40 ROW# = 3
50 CHAR 1, COL#, ROW#, "X"
60 MOVSPR 1, COL# * CW#, ROW# * CH#
```
`RWINDOW` follows a `WINDOW` call, because it reports the window. `RGR(3)` and `RGR(4)`
do not, because windowing does not change how big a character is.
### WIDTH
`WIDTH 1` or `WIDTH 2` sets how thick a drawn line is. A thick line is drawn as
parallel passes; see Chapter 13.
## Saving and stamping regions
`SSHAPE` copies a rectangle off the screen and `GSHAPE` stamps it back:
```basic requires=akgl screenshot=shapes
10 COLOR 1, 8
20 CIRCLE 1, 40, 40, 30, 30
30 COLOR 2, 6
40 PAINT 2, 40, 40
50 SSHAPE A$, 8, 8, 72, 72
60 GSHAPE A$, 120, 20
70 GSHAPE A$, 200, 60
80 GSHAPE A$, 120, 120
```
![](images/shapes.png)
One disc drawn, captured, and stamped three times.
A string array works: `SSHAPE SH$(2), ...` writes into element 2 and `GSHAPE SH$(2)`
stamps what element 2 names, so a program can keep a set of shapes in one array.
**`A$` holds a handle, not the pixels.** On a C128 the string holds the bitmap, so a
program could save it to disk or take its `LEN`. Here a string is a fixed 255 bytes and
the region is a device surface, so what goes in the string is a reference to it —
`SHAPE:0`. You can pass it to `GSHAPE` and to `SPRSAV`, which is everything BASIC ever
does with one, but you cannot store it or measure it.
## What is not here
`FILTER` parses and then refuses: there is no filter stage to configure. See Chapter 7.
The graphics verbs draw straight to the renderer rather than into a display list, so
anything drawn is overwritten by the text layer on the next frame. A program that wants
its drawing to persist has to redraw it. This is recorded as a defect rather than a
design; see Chapter 13.
**A redraw also has to fit inside one batch.** The host runs a fixed number of source
lines and then presents, and presenting throws the drawing buffer away — so a run of
drawing verbs longer than one batch is torn rather than merely transient, and an
`SSHAPE` at the end of it captures only the part issued since the present. Watching
`TI#` change is how a program finds the boundary; Chapter 13 has the measured numbers and
[Chapter 18](18-tutorial-breakout-artwork.md#step-5-find-the-frame-boundary) has a
routine that uses them.