The narrowphase has been producing a contact since it went in, and the interpreter was throwing it away. `RCOLLISION(n, f)` reports it: what was hit (a sprite or a `SOLID` rectangle), which one, the contact normal, the penetration depth, the contact point, and which axis to reverse. **The normal points out of the other thing and toward this one**, so a program moves along it by the depth and is exactly clear. That sign is the one assertion in the new test that could not be caught any other way -- both parties of a sprite-against-sprite hit get their own record, each pointing the way *that* sprite has to move, and sharing one would tell both to go the same direction, which is how two things end up stuck inside each other. **Field 7 is the one that deletes the most BASIC.** It is the minimum translation axis, computed from the normal in C, and it is there because doing it in BASIC means comparing two floats -- which is exactly where this dialect's left-operand rule catches people. `BALLBRICKS`/`TESTCELL` in the artwork breakout spend six lines computing an overlap rectangle and comparing its width to its height to get this number. The record is **sticky and deepest-wins**: replaced whenever that sprite is in a contact and otherwise left alone, so `BUMP` stays the event and this stays the detail of it. Making it clear itself when nothing touches would break the pairing, because `BUMP` accumulates across steps and a once-a-frame poll would find the detail already gone. Reading `BUMP` clears both, so they cannot disagree. Deliberately narrower than `akgl_Contact`: no actor pointers, because BASIC has no actor; no tile fields, because there is no tilemap; no z, because every test is planar; and **no `dt` and no `sensor`**, which libakgl documents as filled in by the resolver. This interpreter never resolves anything, so those two come back zero and mean nothing, and an always-zero field in a reference table is a lie. Documented with the two caveats that matter: fields 2, 3 and 4 are floats and want a `%` variable, and the contact *point* is exact only for two boxes -- libakgl's solver returns a point on the portal it converged to, while the normal and depth are exact for every pair. Chapter 8's collision section stops claiming only type 1 exists, which has been false since the previous commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
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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 COLOR 1, 2
20 CIRCLE 1, 20, 20, 18, 18
30 PAINT 1, 20, 20
40 SSHAPE A$, 0, 0, 40, 40
50 GRAPHIC 1, 1
60 FOR N# = 1 TO 3
70 SPRSAV A$, N#
80 NEXT N#
90 SPRITE 1, 1
100 SPRITE 2, 1, 6
110 SPRITE 3, 1, 8, 0, 1, 1
120 MOVSPR 1, 30, 80
130 MOVSPR 2, 110, 80
140 MOVSPR 3, 190, 60
Three sprites from one drawing: the first in the default colour, the second in colour
6, and the third in colour 8 with both expansion bits set, which is what makes it twice
the size. GRAPHIC 1, 1 on line 50 wipes the drawing the sprites were captured from —
the picture would otherwise still show the original disc in the top-left corner.
A sprite's colour multiplies the artwork rather than replacing it, so a white disc takes the colour cleanly and a coloured one comes out darker than you asked for.
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 window pixels the drawing verbs use, not the VIC-II's raster
coordinates — see Chapter 6, and RGR(1) and RGR(2) for how big the window is.
SCALE does not apply to them: a sprite is positioned in device pixels whatever the
drawing verbs are doing.
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.
Type 1 is sprite against sprite and type 2 is sprite against the static geometry
SOLID registers — a second handler, on its own accumulator, so the two never disturb
each other. Type 3 is refused: there is no light pen.
Collision is by shape, not by pixel, and a sprite nobody has shaped collides with its whole picture — so two sprites whose frames overlap but whose artwork does not are reported as colliding.
10 COLOR 1, 2
20 CIRCLE 1, 20, 20, 14, 14
30 PAINT 1, 20, 20
40 BOX 1, 0, 0, 40, 40
50 SSHAPE A$, 0, 0, 40, 40
60 GRAPHIC 1, 1
70 SPRSAV A$, 1
80 SPRSAV A$, 2
90 SPRITE 1, 1, 6
100 SPRITE 2, 1, 3
110 MOVSPR 1, 110, 55
120 MOVSPR 2, 145, 90
The artwork here includes a border around the whole 40 by 40 sprite, so each sprite
draws its own bounding box. Those boxes overlap at one corner and the two discs are
nowhere near each other — and BUMP(1) reports a collision.
Giving a sprite a shape
That false positive is what SPRHIT is for. It says what part of a sprite collides,
rather than leaving it as the whole picture:
SPRHIT n, kind
SPRHIT n, kind, x1, y1, x2, y2
kind |
Is |
|---|---|
| 0 | nothing — the sprite stays on screen and stops colliding |
| 1 | a box |
| 2 | a circle, inscribed in the rectangle |
| 3 | a capsule, round ends left and right |
| 4 | a capsule, round ends top and bottom |
The rectangle is two corners measured from the sprite's top-left, in device pixels —
the same x1, y1, x2, y2 that BOX and SSHAPE take, because a dialect with two
spellings for a rectangle is one nobody can write from memory. Leave it out and the shape
fits whatever the picture turned out to be, which is what a sprite loaded from a file
needs: SPRSAV "ship.png", 1 takes the image's own size and the program never learns what
that was.
So the two discs above stop colliding as soon as they are discs:
90 SPRHIT 1, 2
100 SPRHIT 2, 2
and a ship whose art does not fill its frame can say so:
SPRHIT 1, 1, 4, 2, 20, 19
A sprite nobody has shaped collides with its whole frame, expansion bits included,
which is what every sprite did before SPRHIT existed. Adding the verb changed no existing
program.
SPRHIT n, 0 is the ghost, the flashing invulnerable player and the pickup that has
already been taken: still drawn, no longer in the way. Hiding the sprite with SPRITE n, 0
also stops it colliding, and is what you want when it should not be seen either.
RSPHIT(n, f) reads it back, in SPRHIT's own argument order — 0 the kind, then 1 to 4
for the two corners. It needs no sprite device, the way RSPPOS does not.
Colliding with things that are not sprites
There are eight sprites. A wall of bricks wants sixty, and until now the only way to collide with one was to do the arithmetic yourself against your own array.
SOLID registers a rectangle the interpreter will collide sprites against, and it costs
no sprite slot:
SOLID id, x1, y1, x2, y2 register or replace rectangle id
SOLID id retire it
SOLID retire them all
id is 1 to 64 and it is your own number. That is the whole trick for "which brick did
I hit": the id comes back out again, so a wall built as SOLID I#, ... maps straight onto
B#(I#) with no lookup. Retiring a broken brick is the same verb, SOLID I#.
Rectangles are in window pixels — the coordinates BOX draws in and MOVSPR positions in,
with SCALE not applying, exactly as for a sprite. So a brick drawn with
BOX 1, X#, Y#, X# + 24, Y# + 10 is registered with the same four expressions.
The bare form retiring everything is what a level change wants, and it follows TRAP,
COLLISION and DCLOSE, which all read absence as "off".
COLLISION 2 is how you hear about it. On a C128 type 2 is a sprite against the set
pixels of the bitmap screen; here it is a sprite against the rectangles SOLID registered,
which is the same question in a form this interpreter can answer. BUMP(2) is its mask,
and it is a separate accumulator from BUMP(1) — a sprite hitting a wall never sets a
bit in the sprite-to-sprite mask, so a program that only cares about one of them is not
disturbed by the other.
10 COLLISION 2, WALL
20 FOR I# = 1 TO 60
30 SOLID I#, BX#(I#), BY#(I#), BX#(I#) + 24, BY#(I#) + 10
40 NEXT I#
...
100 LABEL WALL
110 M# = BUMP(2)
120 IF (M# AND 1) = 0 THEN RETURN
130 REM ... the ball hit something ...
140 RETURN
Sixty-four is the ceiling, and it is a real budget rather than a round number: these come out of a pool of collision proxies shared with whatever game this interpreter is embedded in, and eight sprites plus sixty-four rectangles is most of akbasic's share of it. The sixty-fifth is refused by name.
NEW retires them all. A rectangle is invisible, so one left behind by a deleted program
would be an unexplainable collision in the next; CLR leaves them alone, because it clears
variables and a rectangle is not one.
What was hit, and which way to go
BUMP says that something collided. RCOLLISION(n, f) says what it was and how:
f |
Gives |
|---|---|
| 0 | what sprite n last hit — 0 nothing yet, 1 a sprite, 2 static geometry |
| 1 | which: the other sprite's number, or the SOLID id |
| 2 | the contact normal's x, a float from -1 to 1 |
| 3 | the normal's y. Negative means the surface is above, because y grows downward |
| 4 | how deep, in pixels |
| 5 | where they touched, x |
| 6 | where they touched, y |
| 7 | which axis to reverse: 1 for x, 2 for y |
The normal points out of the other thing and toward this one. Move along it by the depth and you are exactly clear:
D% = RCOLLISION(1, 4)
BX# = BX# + (RCOLLISION(1, 2) * D%)
BY# = BY# + (RCOLLISION(1, 3) * D%)
Field 7 is the one that deletes the most BASIC. Working out which axis to reverse from
an overlap rectangle is four IFs and a comparison, and doing it from the normal means
comparing two floats — which is where Chapter 13's left-operand rule
catches people. So it is computed for you:
A# = RCOLLISION(1, 7)
IF A# = 1 THEN BVX# = 0 - BVX#
IF A# = 2 THEN BVY# = 0 - BVY#
Both sides of a sprite-against-sprite hit get their own record, each pointing the way that sprite has to move. Sharing one would tell both to go the same direction, which is how two things end up stuck inside each other.
Fields 2, 3 and 4 are floats, so assign them to a % variable. A # variable throws
the fraction away and a push-out lands a pixel short.
The record is sticky. It is replaced whenever that sprite is in a contact and otherwise
left alone, so BUMP stays the event and this stays the detail of it — ask BUMP first,
then read the record. Reading BUMP clears it, so the two never disagree about whether
there was anything to describe.
A sprite in several overlaps at once reports the deepest, because the deepest is the one you have to undo.
Fields 5 and 6 are exact for two boxes and approximate for anything else — libakgl's solver returns a point on the portal it converged to. The normal and the depth are exact for every pair, so if you need the contact point, keep both shapes boxes.
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.