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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

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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this
repository.
## Read MAINTENANCE.md first
**[`MAINTENANCE.md`](MAINTENANCE.md) is the authoritative document for changing this project**,
and it is written for whoever has to do the changing — human or agent. It carries what used to
live in this file: the project goals, the Go reference implementation and its architecture, the
dependency versions and their ABI rules, the four ways an embedded build collides, the
`libakerror` error convention, the coordinated error-code range map, the test lists, the
documentation-example harness, and the style and commit rules.
There is one copy of all of that, on purpose. Anything you would have added here, add there
instead — the maintainer needs it as much as you do, and a second copy is a second thing to
keep true.
`akbasic` is a C rewrite of the Go BASIC interpreter in `deps/basicinterpret`, written in the
idiom of the `ak*` C libraries it builds on, and meant to end up embedded in `libakgl` as a
scripting engine for game authors.
| Read | For |
|---|---|
| [`MAINTENANCE.md`](MAINTENANCE.md) | Everything above. Start here |
| [`TODO.md`](TODO.md) | Outstanding defects, with file, line and consequence. §0.1 first — it retires the byte-for-byte fidelity constraint several later sections were written on |
| [`README.md`](README.md) | What the project is and why, for somebody who has not seen it |
| [`docs/`](docs/README.md) | The language itself: eighteen chapters, verb and function reference. [Chapter 14](docs/14-architecture.md) is the interpreter's architecture — the step loop, the pools, the two kinds of error, and how to debug it. [Chapter 15](docs/15-error-codes.md) is the error-code appendix. [Chapters 17](docs/17-tutorial-breakout.md) and [18](docs/18-tutorial-breakout-artwork.md) are tutorials that build the games in `examples/breakout/` |
| `deps/libakerror/AGENTS.md` | The `ATTEMPT`/`CLEANUP`/`PROCESS`/`HANDLE`/`FINISH` protocol, authoritatively |
| `deps/libakerror/UPGRADING.md` | 1.0.0's status registry. Required before writing an error code |
| `deps/<library>/AGENTS.md` | Per-repo rules. Read the relevant one **before editing a submodule** |
Before doing anything else in a fresh clone:
```sh
git submodule update --init --recursive
```
## Rules that are on you rather than on a test
Most of the conventions in `MAINTENANCE.md` are enforced by something — a sorted-table test, a
`WILL_FAIL` list, a Doxygen gate, a byte-compared corpus. These are not, so they are worth
repeating where you will see them:
- **Add tests in the same commit as the behaviour change**, and assert the *correct* contract
even where the code is currently wrong. A known-failing test goes in
`AKBASIC_KNOWN_FAILING_TESTS` with a `TODO.md` entry; it does not get pinned to the buggy
behaviour, because that turns the eventual fix into a test failure.
- **Never work around a missing dependency capability here.** File it in that repository's
`TODO.md` — what the BASIC verb requires, what the entry point should look like, what tests
would cover it. `MAINTENANCE.md` explains why, and names the four gaps this closed upstream.
- **Never edit generated output** — `build/` trees, the generated `akerror.h`, `akgl.pc`,
`include/akgl/SDL_GameControllerDB.h`. Change the template or the generator script.
- **Do not reformat code you are not otherwise changing.** Several files mix tabs and spaces
and there is no repo-wide formatter; style conversions get their own commit.
- **Do not edit `tests/reference/`.** Those expectations came from the Go implementation and
are never edited to suit this interpreter. A deliberate divergence goes in `TODO.md` and
`docs/13-differences.md`.
- **Update `TODO.md` when you learn something about a defect**, including that it is worse or
better than recorded. Publishing a problem you cannot fix yet is a contribution.
- **Add yourself — program, model and version — as a commit co-author.** `libakgl`'s
`AGENTS.md` requires it and this repository follows the same rule.