# 20. Tutorial: a 2D sidescroller

![The finished sidescroller: a player standing on a grass platform, with coins on floating ledges, a blob on the ground and a moth in the air](images/sidescroller.png)

This chapter builds the game in that picture, from an empty directory. When you finish, you
will have a program that opens a window, loads a level drawn in [Tiled](https://mapeditor.org),
and runs a character who walks, jumps, lands on platforms, collects coins and dies on hazards.

The finished program is `examples/sidescroller/` in this repository, and every listing below
is quoted from it by the `docs_examples` test — so nothing here can describe code that does
not exist. You can read that program at any point, but you should not need to: the steps
below are complete.

## Before you start

You need a C compiler, CMake 3.10 or newer, and libakgl built. [Chapter 3](03-getting-started.md)
covers getting the library on your machine. You do not need to have read any other chapter.

Two conventions used throughout, both explained where they first appear:

- Every libakgl function returns `akerr_ErrorContext AKERR_NOIGNORE *`. That is how failures
  travel. [Chapter 4](04-errors.md) is the reference; this chapter shows you the four macros
  you actually need.
- Every symbol this game defines is prefixed `ss_`. The `akgl_` prefix belongs to the
  library. A game built on it takes its own.

## First principles: what libakgl does for you

libakgl is a library, not an engine. It does not own your `main`, it has no editor, and it
never calls your code except through function pointers you install. You write a program that
calls it.

Five ideas hold the whole thing up. Read these once; the rest of the chapter is built out of
them.

**A spritesheet is one image file. A sprite is an animation cut out of it.** You give libakgl
a PNG and say how big one frame is; a sprite names that sheet and lists which frames to play,
in what order, at what speed.

**A character is a mapping from state to sprite.** An actor carries a 32-bit `state` word
made of bits like `AKGL_ACTOR_STATE_MOVING_LEFT` and `AKGL_ACTOR_STATE_FACE_RIGHT`. A
character says "when the state is exactly *these* bits, draw *this* sprite". One character is
shared by every goblin in the game.

**An actor is one thing in the world.** It has a position, a velocity, a state word, and a
pointer to the character that tells it how to look. Actors come from a fixed pool inside the
library — you never call `malloc`.

**A tilemap is the level.** It is a [Tiled](https://mapeditor.org) `.tmj` file. libakgl draws
its tile layers, and creates an actor for every object in its object layers.

**Four things are library globals you use rather than create.** You do not declare these;
including the right header is enough:

| Global | Is |
|---|---|
| `akgl_game` | The game's own name, version, frame rate and hooks |
| `akgl_renderer` | The render backend. `akgl_render_2d_init` fills it in |
| `akgl_physics` | The physics backend. `akgl_physics_init_arcade` fills it in |
| `akgl_camera` | An `SDL_FRect` in map pixels. Moving it is scrolling |
| `akgl_gamemap` | The level. It already points at storage the library owns |
| `akgl_heap_actors` | The actor pool, as an array of `AKGL_MAX_HEAP_ACTOR` slots |

**One call per frame does the work.** `akgl_game_update()` updates every actor, steps the
physics, and draws the world. Your frame loop reads input, then calls it.

## The steps

1. **Set up the project** — a directory, a `CMakeLists.txt`, and a header for your own
   declarations.
2. **Open a window and run a frame loop** — the startup order that works, and the shortest
   program that successfully draws nothing.
3. **Describe your art** — the spritesheet and sprite JSON files.
4. **Bind sprites to states** — the character JSON file.
5. **Draw a level** — a Tiled map, its tile layers, and the objects that become actors.
6. **Load the level** — in the one order that works, and honour the physics the map carries.
7. **Turn on collision** — a collision world, a shape on the player, and a `collidable`
   layer.
8. **Make the player walk** — control maps, and the two hooks an actor gives you.
9. **Make the player jump** — an impulse, and how to know you are on the ground.
10. **Scroll the camera** — three lines.
11. **Collect coins and die on hazards** — overlap tests, and how to remove an actor.
12. **Add moving enemies** — a blob that patrols and a moth that flies.
13. **Tear down** — the order that matters.

The steps are cumulative — each one adds to the same files rather than replacing them. Steps
3, 4 and 5 produce data files rather than code; step 1 produces a header. From step 2 onward
the program builds and runs at the end of every step, and the text says what you should see.
Where a step refers forward to a function a later step writes, it says so and tells you what
to leave out until then.

---

## 1. Set up the project

Make a directory with four files:

```text
sidescroller/
    CMakeLists.txt
    sidescroller.h      your own declarations, shared between the .c files
    main.c              startup, the frame loop, teardown
    player.c            the player's behaviour and controls
    actors.c            everything else the map places
```

Splitting into three `.c` files is not required — it is what keeps each one readable.

A complete `CMakeLists.txt` for a game built beside libakgl:

```cmake
cmake_minimum_required(VERSION 3.10)
project(sidescroller VERSION 1.0.0 LANGUAGES C)

# libakgl and its dependencies. add_subdirectory if you have the source beside
# you; find_package if you have it installed. Chapter 3 covers both.
add_subdirectory(../libakgl libakgl)

add_executable(sidescroller
  main.c
  player.c
  actors.c
)

target_include_directories(sidescroller PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}")

target_link_libraries(sidescroller
  PRIVATE akstdlib::akstdlib akerror::akerror akgl SDL3::SDL3 SDL3_ttf::SDL3_ttf
          SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer jansson::jansson -lm)

target_compile_definitions(sidescroller
  PRIVATE "SS_ASSET_DIR=\"${CMAKE_CURRENT_SOURCE_DIR}/assets\"")
```

The parts that matter:

Each `.c` file includes `sidescroller.h` plus whatever it calls directly:

| File | Adds |
|---|---|
| `main.c` | `<string.h>`, `akstdlib.h`, `SDL3_image/SDL_image.h`, `SDL3_mixer/SDL_mixer.h`, `SDL3_ttf/SDL_ttf.h`, `akgl/character.h`, `akgl/controller.h`, `akgl/heap.h`, `akgl/registry.h`, `akgl/renderer.h`, `akgl/sprite.h`, `akgl/text.h`, `akgl/tilemap.h` |
| `player.c` | `<math.h>`, `akstdlib.h`, `akgl/controller.h`, `akgl/heap.h`, `akgl/physics.h`, `akgl/registry.h`, `akgl/util.h` |
| `actors.c` | `<math.h>`, `akstdlib.h`, `akgl/heap.h`, `akgl/registry.h` |

**libakstdlib's header is `<akstdlib.h>`**, not `<aksl.h>` — its functions are prefixed
`aksl_` but the file is not. libakerror's is `<akerror.h>`. libakgl's own headers are
self-contained, so including the one that declares what you are calling is always enough.

The build file:

- You link all four SDL libraries even though this game has no text and no sound, because
  libakgl itself is built against them.
- `SS_ASSET_DIR` is baked in at compile time, so the program can be run from any working
  directory. Give it a fallback so the file still compiles without CMake, and **use it as the
  default**: a program that defaults to `"."` only finds its assets when it happens to be
  launched from the right directory.

```c excerpt=examples/sidescroller/main.c
#ifndef SS_ASSET_DIR
#define SS_ASSET_DIR "."
#endif
```

```c excerpt=examples/sidescroller/main.c
    char *assetdir = SS_ASSET_DIR;
```

### The header

`sidescroller.h` holds the constants and declarations the three `.c` files share. Start it
with the level's geometry:

```c excerpt=examples/sidescroller/sidescroller.h
#define SS_TILE_SIZE            16      /* Pixels per map cell, from level1.tmj */
#define SS_VIEW_WIDTH           480     /* Camera width in map pixels */
#define SS_VIEW_HEIGHT          240     /* Camera height; the whole map is this tall */
#define SS_WINDOW_SCALE         2       /* Integer upscale from the view to the window */
```

How many of each thing the level places, and how the player moves:

```c excerpt=examples/sidescroller/sidescroller.h
#define SS_COIN_COUNT           4
#define SS_HAZARD_COUNT         2
```

```c excerpt=examples/sidescroller/sidescroller.h
#define SS_JUMP_SPEED           420.0f
```

```c excerpt=examples/sidescroller/sidescroller.h
#define SS_PLAYER_BOX_X         8.0f
#define SS_PLAYER_BOX_Y         0.0f
#define SS_PLAYER_BOX_W         16.0f
#define SS_PLAYER_BOX_H         32.0f
```

The player's collision box is an offset into its 32×32 sprite frame — step 7 explains the
inset.

Per-actor data the library has no field for. `akgl_Actor::actorData` is a `void *` the
library never reads or frees, and this is what this game hangs off it:

```c excerpt=examples/sidescroller/sidescroller.h
typedef struct {
    float32_t home_x;   /**< Where the map placed this actor. The moth orbits it; the player respawns at it. */
    float32_t home_y;
    float32_t phase;    /**< Seconds of flight, for the moth's orbit. */
    float32_t facing;   /**< -1.0 walking left, +1.0 walking right. The blob's patrol direction. */
} ss_ActorData;
```

And the game state — one struct, one instance, declared `extern` here and defined in
`main.c`:

```c excerpt=examples/sidescroller/sidescroller.h
typedef struct {
    akgl_Actor *player;                     /**< Borrowed from the actor pool; the map created it. */
    akgl_Actor *coins[SS_COIN_COUNT];       /**< Cleared to NULL as each one is collected. */
    akgl_Actor *hazards[SS_HAZARD_COUNT];   /**< The blob and the moth. Borrowed, never released. */
    int coins_taken;
    int deaths;
    bool jump_requested;                /**< Set by the jump binding, consumed by the movement logic. */
    bool grounded;                      /**< Last step's verdict; what gates the next jump. */
    bool autoplay;                      /**< Drive the player from a script instead of the keyboard. */
    int frame;                          /**< Frames drawn so far. */
    float32_t final_x;                  /**< Where the player finished, stamped before teardown for the summary line. */
    float32_t final_y;
} ss_Game;
```

Fixed arrays, not allocations. The level places a known number of things.

### What the header has to include, and declare

Everything the three `.c` files share goes here. The includes first:

```c excerpt=examples/sidescroller/sidescroller.h
#include <stdbool.h>

#include <SDL3/SDL.h>

#include <akerror.h>

#include <akgl/actor.h>
#include <akgl/collision.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/physics.h>
#include <akgl/tilemap.h>
#include <akgl/types.h>
```

Then the two globals `main.c` defines, and the functions the other files call:

```c excerpt=examples/sidescroller/sidescroller.h
extern ss_Game ss_game;
```

```c excerpt=examples/sidescroller/sidescroller.h
extern akgl_CollisionWorld ss_collision;
```

```c excerpt=examples/sidescroller/sidescroller.h
akerr_ErrorContext AKERR_NOIGNORE *ss_grounded(akgl_CollisionShape *shape, float32_t x, float32_t y, bool *dest);

/* player.c */
akerr_ErrorContext AKERR_NOIGNORE *ss_player_bind(akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *ss_player_controls(int controlmapid, char *actorname);
akerr_ErrorContext AKERR_NOIGNORE *ss_player_autoplay(int frame);

/* actors.c */
akerr_ErrorContext AKERR_NOIGNORE *ss_actors_bind(void);
```

Those five are what the steps below fill in:

| Function | Defined in | Called from | Step |
|---|---|---|---|
| `ss_grounded` | `main.c` | `player.c`, `actors.c` | 9 |
| `ss_player_bind` | `player.c` | `main.c`, after the map loads | 7, 8 |
| `ss_player_controls` | `player.c` | `main.c`, after the map loads | 8 |
| `ss_actors_bind` | `actors.c` | `main.c`, after the map loads | 12 |
| `ss_player_autoplay` | `player.c` | the frame loop, only with `--autoplay` | — |

`AKERR_NOIGNORE` on a declaration is what makes the compiler warn if a caller
throws the return value away. Put it on every function of your own that returns
an error context.

Wrap the whole file in the usual include guard.

---

## 2. Open a window and run a frame loop

### How a libakgl function reports failure

Every call returns a pointer. `NULL` means success; anything else is an error context
carrying a status, a message and a stack trace. You never check it by hand — four macros do
that for you.

```c
#include <akerror.h>
#include <akgl/game.h>
#include <akgl/registry.h>

/* A function that calls libakgl and can fail. */
akerr_ErrorContext AKERR_NOIGNORE *my_setup(void)
{
    PREPARE_ERROR(errctx);                  /* declares errctx; always first */

    FAIL_ZERO_RETURN(errctx, akgl_gamemap, AKERR_NULLPOINTER, "no map");
    PASS(errctx, akgl_set_property("game.screenwidth", "960"));
    SUCCEED_RETURN(errctx);                 /* always last */
}
```

- `PREPARE_ERROR(errctx)` declares the local context. It is the first line of the function.
- `PASS(errctx, call)` makes the call and, if it failed, returns the error to *your* caller
  with your function added to the trace. This is what you write most of the time.
- `FAIL_ZERO_RETURN(errctx, ptr, status, msg)` returns an error if `ptr` is `NULL`. Use it on
  every pointer parameter before you dereference it.
- `SUCCEED_RETURN(errctx)` returns `NULL`. It is the last line of the function.

That is enough to write this entire game. [Chapter 4](04-errors.md) covers the rest,
including how to *handle* an error rather than propagate it — which you need exactly once, in
step 13.

### Startup, in order

libakgl has one startup sequence that works:

1. Fill in `akgl_game.name`, `.version` and `.uri`. `akgl_game_init` refuses to run without
   all three — they become the window title and SDL's application metadata.
2. Call `akgl_game_init()`.
3. Set the configuration properties. **Before the renderer**, because the renderer reads
   them.
4. Call `akgl_render_2d_init(akgl_renderer)`.
5. Call `akgl_physics_init_arcade(akgl_physics)`.

Here is the first part:

```c excerpt=examples/sidescroller/main.c
    PASS(errctx, aksl_strncpy(
	     (char *)&akgl_game.name,
	     sizeof(akgl_game.name),
	     "libakgl sidescroller tutorial",
	     sizeof(akgl_game.name) - 1));
    PASS(errctx, aksl_strncpy(
	     (char *)&akgl_game.version,
	     sizeof(akgl_game.version),
	     "1.0.0",
	     sizeof(akgl_game.version) - 1));
    PASS(errctx, aksl_strncpy(
	     (char *)&akgl_game.uri,
	     sizeof(akgl_game.uri),
	     "net.aklabs.libakgl.sidescroller",
	     sizeof(akgl_game.uri) - 1));

    PASS(errctx, akgl_game_init());
```

`version` is your game's, in any form you like. `uri` is a reverse-DNS application identifier
— SDL uses it as the application id, and libakgl stamps it into savegames so a file from
another game is refused.

`aksl_strncpy` rather than `strncpy`: it reports a truncation as an error instead of quietly
producing a shortened string. The same goes for `aksl_snprintf` and `aksl_atoi` later on.
libakstdlib is documented in `deps/libakstdlib`.

Then the properties and the renderer:

```c excerpt=examples/sidescroller/main.c
    PASS(errctx, akgl_set_property("game.screenwidth", "960"));
    PASS(errctx, akgl_set_property("game.screenheight", "480"));
    PASS(errctx, akgl_render_2d_init(akgl_renderer));
```

An unset property defaults to the string `"0"`, which asks SDL for a zero-sized window — so
set them before this call, not after.

### Scaling up the pixels

libakgl draws in map pixels. A 16-pixel tile is 16 screen pixels, which is very small on a
modern display. Ask SDL to scale the whole picture by whole multiples:

```c excerpt=examples/sidescroller/main.c
	SDL_SetRenderLogicalPresentation(
	    akgl_renderer->sdl_renderer,
	    SS_VIEW_WIDTH,
	    SS_VIEW_HEIGHT,
	    SDL_LOGICAL_PRESENTATION_INTEGER_SCALE),
```

The game now renders a 480×240 view into a 960×480 window. Tell the camera the same thing —
the camera is what the game looks *through*, and `akgl_render_2d_init` sized it from the
window:

```c excerpt=examples/sidescroller/main.c
    akgl_camera->x = 0.0f;
    akgl_camera->y = 0.0f;
    akgl_camera->w = (float32_t)SS_VIEW_WIDTH;
    akgl_camera->h = (float32_t)SS_VIEW_HEIGHT;
```

### Choosing a physics backend

`akgl_game_init` does not choose one. Do it yourself:

```c excerpt=examples/sidescroller/main.c
    PASS(errctx, akgl_physics_init_arcade(akgl_physics));
```

Without this line the first frame calls through a null function pointer. Making the library
pick a default is tracked in `TODO.md` under "Known and still open"; until it does, this call
belongs in every libakgl program.

### The frame loop

Three things happen per frame: drain the event queue, position the camera, and call
`akgl_game_update`. The library does not clear or present the target, so you bracket that
call with the backend's own `frame_start` and `frame_end`:

```c excerpt=examples/sidescroller/main.c
static akerr_ErrorContext *frame(bool *running)
{
    SDL_Event event;
    PREPARE_ERROR(errctx);

    FAIL_ZERO_RETURN(errctx, running, AKERR_NULLPOINTER, "running");

    while ( SDL_PollEvent(&event) == true ) {
	if ( event.type == SDL_EVENT_QUIT ) {
	    *running = false;
	}
	/* Every event, unconditionally: one that no control map binds is not an
	 * error, it is a call that did nothing. */
	PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &event));
    }
```

Hand *every* event to `akgl_controller_handle_event`. An event nothing is bound to is not an
error; it is a call that does nothing.

The first argument is the app-state pointer SDL's callback API passes around. **Nothing in
libakgl reads it**; it is required only as a non-`NULL` token, so any non-`NULL` pointer will
do. `&akgl_game.state` is a convenient one — it is a struct of application-defined flags the
library also never reads, and it is already there.

Then the drawing half of the same function:

```c excerpt=examples/sidescroller/main.c
    PASS(errctx, akgl_renderer->frame_start(akgl_renderer));
```

`akgl_game_update(NULL)` goes between `frame_start` and `frame_end`. The `NULL` means "no
iterator options" — update every actor on every layer:

```c excerpt=examples/sidescroller/main.c
    PASS(errctx, akgl_game_update(NULL));
```

and then present what it drew, which ends the function:

```c excerpt=examples/sidescroller/main.c
    PASS(errctx, akgl_renderer->frame_end(akgl_renderer));
    SUCCEED_RETURN(errctx);
}
```

The outer loop calls that once per frame, and sleeps so it does not spin:

```c excerpt=examples/sidescroller/main.c
static akerr_ErrorContext *run(int frames)
{
    bool running = true;
    PREPARE_ERROR(errctx);

    while ( running == true ) {
	PASS(errctx, frame(&running));
	if ( (frames > 0) && (ss_game.frame >= frames) ) {
	    running = false;
	}
	/* A crude frame limiter. A game with a window on a real display should
	 * ask SDL for vsync instead; this one has to work under the dummy video
	 * driver, where there is nothing to sync to. */
	SDL_Delay(16);
    }
```

The frame counter is incremented inside `frame()`, between the events and the drawing:

```c excerpt=examples/sidescroller/main.c
    ss_game.frame += 1;
    if ( ss_game.autoplay == true ) {
	PASS(errctx, ss_player_autoplay(ss_game.frame));
    }
    PASS(errctx, update_camera());
```

`update_camera` is step 10 and `ss_player_autoplay` is the scripted-input hook described at
the end of the chapter. Leave both out for now — a `frame()` that polls events, calls
`frame_start`, `akgl_game_update(NULL)` and `frame_end` is a complete program.

Build and run now. You get a window of the renderer's clear colour and nothing else. That is
correct — there is nothing in the world yet.

### Silencing the frame-rate warning

`akgl_game.lowfpsfunc` is called on every frame the frame rate is under 30, and
`akgl_game.fps` reads 0 until the first second has elapsed — so the default handler logs a
line per frame for the first second of every run. Install your own:

```c excerpt=examples/sidescroller/main.c
static void ss_lowfps(void)
{
}
```

Assign it right after `akgl_game_init()`:

```c excerpt=examples/sidescroller/main.c
    akgl_game.lowfpsfunc = &ss_lowfps;
```

The hook exists so a game can shed work when it is running slowly. This one has nothing to
shed. The first-second false positive is recorded in `TODO.md`.

---

## 3. Describe your art

Put your PNG in the asset directory. This game uses a 32×32-per-frame sheet for the player,
laid out left to right.

A **sprite** is a JSON file naming the sheet and listing frames:

```json kind=sprite setup=sidescroller
{
    "spritesheet": {
	"filename": "player.png",
	"frame_width": 32,
	"frame_height": 32
    },
    "name": "ss_player_run_right",
    "width": 32,
    "height": 32,
    "speed": 90,
    "loop": true,
    "loopReverse": false,
    "frames": [
	0,
	1,
	2,
	1
    ]
}
```

| Field | Means |
|---|---|
| `spritesheet.filename` | The PNG, resolved relative to this file |
| `spritesheet.frame_width`/`_height` | How the sheet is cut into numbered frames, left to right then top to bottom |
| `name` | The registry name. This is how a character asks for it |
| `width`/`height` | How big to draw it. Usually the same as the frame size |
| `speed` | Milliseconds per frame |
| `loop` | Restart at the end, rather than holding the last frame |
| `frames` | Frame numbers, in play order. `0,1,2,1` is a four-step walk cycle from three drawings |

A still image is the same file with one frame and `"loop": false`.

This game needs nine sprites: idle, run and jump for the player facing each way, plus one
each for the coin, the blob and the moth. Load them from a list:

```c excerpt=examples/sidescroller/main.c
static char *ss_sprite_files[] = {
    "sprite_ss_player_idle_left.json",   /* one frame, held */
    "sprite_ss_player_idle_right.json",
    "sprite_ss_player_run_left.json",    /* four frames at 90 ms */
    "sprite_ss_player_run_right.json",
    "sprite_ss_player_jump_left.json",   /* one frame, held for the whole arc */
    "sprite_ss_player_jump_right.json",
    "sprite_ss_coin.json",
    "sprite_ss_hazard_blob.json",
    "sprite_ss_hazard_moth.json",
    NULL
};
```

Two sprites naming the same PNG share one texture. The spritesheet registry is keyed on the
file path, so `player.png` is decoded and uploaded once no matter how many sprites use it.

---

## 4. Bind sprites to states

An actor's whole 32-bit `state` word is the key that picks a sprite. A **character** is the
table that maps one to the other:

```json kind=character setup=sidescroller
{
    "name": "ss_player",
    "speedtime": 120,
    "speed_x": 90.0,
    "speed_y": 0.0,
    "acceleration_x": 600.0,
    "acceleration_y": 0.0,
    "sprite_mappings": [
	{
	    "state": [
		"AKGL_ACTOR_STATE_ALIVE",
		"AKGL_ACTOR_STATE_FACE_RIGHT"
	    ],
	    "sprite": "ss_player_idle_right"
	},
	{
	    "state": [
		"AKGL_ACTOR_STATE_ALIVE",
		"AKGL_ACTOR_STATE_FACE_RIGHT",
		"AKGL_ACTOR_STATE_MOVING_RIGHT"
	    ],
	    "sprite": "ss_player_run_right"
	}
    ]
}
```

| Field | Means |
|---|---|
| `name` | Registry name. A Tiled object asks for it |
| `speed_x`/`speed_y` | Top speed on each axis, pixels per second |
| `acceleration_x`/`_y` | How fast the actor gets to that speed |
| `speedtime` | Milliseconds between animation frame advances |
| `sprite_mappings[].state` | The state bits, named. They are OR'd together |
| `sprite_mappings[].sprite` | The sprite's registry `name` |

**A mapping matches the whole state word, not a subset.** `ALIVE|FACE_RIGHT` and
`ALIVE|FACE_RIGHT|MOVING_RIGHT` are two different keys and need two entries. An actor whose
state matches no entry is silently not drawn — if a character disappears, this is the first
thing to check.

The player needs ten entries: idle and running each way, and jumping each way, with and
without a horizontal direction held. The full file is
`docs/tutorials/assets/sidescroller/character_ss_player.json`.

`speed_y` is `0.0` deliberately. This character never *thrusts* upward — jumping is an
impulse, added in step 9, and a zero vertical top speed keeps that impulse out of the physics
engine's speed cap.

Load characters after sprites:

```c excerpt=examples/sidescroller/main.c
static char *ss_character_files[] = {
    "character_ss_player.json",
    "character_ss_coin.json",
    "character_ss_hazard_blob.json",
    "character_ss_hazard_moth.json",
    NULL
};
```

A character's JSON names its sprites by registry name and the loader resolves each one as it
reads. Load a character before its sprites and it fails on the first name it cannot find.

---

## 5. Draw a level

**Draw the map in [Tiled](https://mapeditor.org) and save it as `.tmj`.** The rest of this
section is what to set in the editor; Tiled writes the JSON. [Chapter 13](13-tilemaps.md) is
the reference for the format itself, and for what libakgl reads out of it and what it
ignores — read that before hand-editing a `.tmj`, because the loader needs several fields
Tiled fills in automatically (a root-level `width` and `height`, an `id` on every layer, and
`tilecount`, `columns`, `imagewidth` and `imageheight` on every tileset).

Make a new map and set it up like this:

| Setting | Value |
|---|---|
| Orientation | Orthogonal |
| Tile layer format | **CSV** (libakgl does not read compressed layer data) |
| Tile size | 16 × 16 |
| Map size | 40 × 15 tiles |

Add your tileset image, then three layers:

| Layer | Type | What it is |
|---|---|---|
| `background` | Tile layer | Sky, clouds. Drawn, never solid |
| `terrain` | Tile layer | Ground and platforms |
| `actors` | Object layer | Where things start |

### Making a layer solid

Select the `terrain` layer and add a custom property:

| Property | Type | Value |
|---|---|---|
| `collidable` | bool | true |

In the saved `.tmj` that is:

```json excerpt=docs/tutorials/assets/sidescroller/level1.tmj
   "properties": [
    {
     "name": "collidable",
     "type": "bool",
     "value": true
    }
   ]
```

Every non-empty cell of a `collidable` layer is solid. A layer without the property is drawn
and nothing more.

### Placing actors

On the `actors` layer, place a rectangle where each thing starts. Give each one:

- a **Name** — this is how your code finds it, so `player`, `coin1`, `blob1`
- a **Type** of `actor` — this is what tells libakgl to create one
- a custom property `character` (string) naming the character it uses
- a custom property `state` (int) — the starting state word

In the file, one object looks like this:

```json excerpt=docs/tutorials/assets/sidescroller/level1.tmj
     "height": 32,
     "id": 1,
     "name": "player",
     "properties": [
      {
       "name": "character",
       "type": "string",
       "value": "ss_player"
      },
      {
       "name": "state",
       "type": "int",
       "value": 20
      }
     ],
     "rotation": 0,
     "type": "actor",
     "visible": true,
     "width": 32,
     "x": 32,
     "y": 160
```

`20` is `AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_RIGHT` — 16 plus 4. Tiled has no
symbolic constants, so you write the number. `16` alone is alive and facing nowhere, which is
right for a coin.

### Giving the map its physics

Add three custom properties to the **map itself** (Map → Map Properties):

| Property | Type | Value | Means |
|---|---|---|---|
| `physics.model` | string | `arcade` | Which backend to build |
| `physics.gravity.y` | float | `900.0` | Downward acceleration, px/s² |
| `physics.drag.y` | float | `1.5` | Air resistance on the vertical axis |

Gravity of 900 px/s² with a drag of 1.5 gives a terminal fall speed of 600 px/s. Drag is what
bounds a fall, so do not set it to zero. (A `terminal_velocity` setting is in `TODO.md` under
"Arcade physics feel".)

Putting physics in the map rather than in code is what lets a swimming level and a walking
level differ by data.

---

## 6. Load the level

Order matters: **sprites, then characters, then the map**. The map creates actors that name
characters, and characters name sprites.

```c excerpt=examples/sidescroller/main.c
    for ( i = 0; ss_sprite_files[i] != NULL; i++ ) {
	PASS(errctx, asset_path(assetdir, ss_sprite_files[i], (char *)&path, sizeof(path)));
	PASS(errctx, akgl_sprite_load_json((char *)&path));
    }
    for ( i = 0; ss_character_files[i] != NULL; i++ ) {
	PASS(errctx, asset_path(assetdir, ss_character_files[i], (char *)&path, sizeof(path)));
	PASS(errctx, akgl_character_load_json((char *)&path));
    }
```

`asset_path` is the helper that joins the directory and the file name:

```c excerpt=examples/sidescroller/main.c
static akerr_ErrorContext *asset_path(char *dir, char *name, char *dest, size_t size)
{
    int count = 0;
    PREPARE_ERROR(errctx);

    FAIL_ZERO_RETURN(errctx, dir, AKERR_NULLPOINTER, "dir");
    FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "name");
    FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
    PASS(errctx, aksl_snprintf(&count, dest, size, "%s/%s", dir, name));
    SUCCEED_RETURN(errctx);
}
```

`aksl_snprintf` rather than `snprintf`, so a path that does not fit arrives as
`AKERR_OUTOFBOUNDS` naming both lengths. Truncated silently, it reports itself much later as
a missing file with a name nobody wrote.

Then the map:

```c excerpt=examples/sidescroller/main.c
    PASS(errctx, asset_path(assetdir, "level1.tmj", (char *)&path, sizeof(path)));
    PASS(errctx, akgl_tilemap_load((char *)&path, akgl_gamemap));
```

**Load into `akgl_gamemap`, which already points at storage the library owns.** Do not
declare an `akgl_Tilemap` on the stack: it is about 26 MB, several times a default thread
stack, and you get a segfault before the loader writes a byte. Shrinking it is `TODO.md`
targets 14 and 15.

That one call creates an actor for every `actor` object in the object layer, binds each to
the character its property names, and publishes it in the actor registry under its Tiled
name.

### Honouring the map's physics

The loader built a backend from the map's properties but did not switch to it. That is your
call, one line:

```c excerpt=examples/sidescroller/main.c
    if ( akgl_gamemap->use_own_physics == true ) {
	akgl_physics = &akgl_gamemap->physics;
```

### Restamping the clock

The physics step measures elapsed time from `akgl_physics->gravity_time`. Loading nine
sprites, four characters and a map took real time, and the first step would otherwise try to
simulate all of it at once:

```c excerpt=examples/sidescroller/main.c
    akgl_physics->gravity_time = SDL_GetTicksNS();
```

Do this after every load, immediately before the first frame.

### Finding the actors

The map published them by name. Look each one up:

```c excerpt=examples/sidescroller/main.c
    player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
    FAIL_ZERO_RETURN(errctx, player, AKERR_KEY, "The map placed no actor called player");
    PASS(errctx, ss_player_bind(player));
    PASS(errctx, ss_actors_bind());
    PASS(errctx, ss_player_controls(0, "player"));
```

A miss means the map and the code disagree about what the level contains, which is worth
failing on.

Those three calls are where steps 7 to 12 attach: `ss_player_bind` gives the player its shape
and its hooks, `ss_actors_bind` does the same for the coins and the hazards, and
`ss_player_controls` binds the keys. All three run **after** the map has loaded, because the
map is what creates the actors they touch.

Run now. The level draws, the actors appear, and everything falls through the floor.

---

## 7. Turn on collision

Collision is opt-in. Three lines switch it on:

```c excerpt=examples/sidescroller/main.c
    PASS(errctx, akgl_collision_world_init(&ss_collision, NULL, (float32_t)SS_TILE_SIZE, (float32_t)SS_TILE_SIZE));
    PASS(errctx, akgl_collision_bind_tilemap(&ss_collision, akgl_gamemap));
    akgl_physics->collision = &ss_collision;
```

`ss_collision` is one global `akgl_CollisionWorld`, defined in `main.c` and declared `extern`
in your header. `NULL` for the second argument means the default spatial index, which is the
one to use. `akgl_collision_bind_tilemap` reads the tile size off the map and finds the
`collidable` layers you marked in step 5.

Do this *after* loading the map and *after* switching to the map's physics backend.

### Giving the player a body

A collision shape is a box measured from the actor's position. Inset it into the sprite frame
— art does not reach the edges of its cell, and a full-frame box catches on doorways the
character visibly clears:

```c excerpt=examples/sidescroller/sidescroller.h
#define SS_PLAYER_BOX_X         8.0f
#define SS_PLAYER_BOX_Y         0.0f
#define SS_PLAYER_BOX_W         16.0f
#define SS_PLAYER_BOX_H         32.0f
```

`ss_player_body` is a file-scope rectangle in `player.c`, built from the constants in your
header:

```c excerpt=examples/sidescroller/player.c
static SDL_FRect ss_player_body = {
    .x = SS_PLAYER_BOX_X,
    .y = SS_PLAYER_BOX_Y,
    .w = SS_PLAYER_BOX_W,
    .h = SS_PLAYER_BOX_H
};
```

Turn it into a shape on the actor:

```c excerpt=examples/sidescroller/player.c
    PASS(errctx, akgl_collision_shape_box(&obj->shape, &ss_player_body, 0.0f));
    obj->shape_override = true;
```

`akgl_collision_shape_box(dest, body, depth)` takes the shape to fill in, the frame-relative
rectangle, and a z depth.

The `0.0f` is the depth along z; passing 0 lets libakgl choose one.
[Chapter 15](15-collision.md) explains why a 2D shape has a depth at all.
`shape_override = true` says this actor's shape is its own rather than its character's.

An actor with a shape collides with map geometry and with *no other actor*. That is the
default, and it is what you want in a level full of scenery. Actor-versus-actor is one added
bit; [Chapter 15](15-collision.md) covers the masks.

### Lifting a spawn point clear

Level editors round objects onto a grid, so a spawn point often overlaps a tile. Collision
stops an actor *entering* geometry and has nothing to say about one that started inside it —
such an actor is simply stuck. Lift it clear once, before the first frame:

```c excerpt=examples/sidescroller/player.c
    PASS(errctx, akgl_collision_settle(&ss_collision, &obj->shape, &obj->x, &obj->y, 0));
```

Run now. The player and the blob stand on the ground. Nothing moves yet.

---

## 8. Make the player walk

### The two hooks

An actor carries seven function pointers. `akgl_actor_initialize` installs a working default
on every one of them, and a game replaces the ones it wants to change **on the actor it wants
to change them on**:

| Hook | Called by | Default does |
|---|---|---|
| `updatefunc` | the actor sweep, before physics | choose the facing, then advance the animation |
| `movementlogicfunc` | the physics step, before gravity and the move | turn the movement bits into signed acceleration |
| `renderfunc` | the draw pass | draw the sprite the state selects |
| `facefunc` | `updatefunc` | choose the facing bits from the movement bits |
| `changeframefunc` | `updatefunc`, when a frame is due | step to the next animation frame |
| `collidefunc` | collision, after the move | push the actor out and stop it going further in |
| `addchild` | you | attach a child actor |

Two matter here, and the difference between them is *when in the frame they run*:

| Hook | Put here |
|---|---|
| `updatefunc` | per-frame game logic: picking things up, dying |
| `movementlogicfunc` | anything that has to affect this step's motion |

Install them **after** the actor exists. `akgl_actor_initialize` — which the map loader
already ran — overwrites all seven:

```c excerpt=examples/sidescroller/player.c
    obj->movementlogicfunc = &ss_player_movement;
    obj->updatefunc = &ss_player_update;
```

Replacing a hook does not mean reimplementing it. Call the default first and add to it:

```c excerpt=examples/sidescroller/player.c
    PASS(errctx, akgl_actor_logic_movement(obj, dt));
```

`akgl_actor_logic_movement` copies the character's speeds onto the actor and turns the
movement bits into signed acceleration.

### Binding keys

Control maps live in a library array, `akgl_controlmaps`, indexed by a small integer you
choose. A one-player game uses 0. Point one at your actor:

```c excerpt=examples/sidescroller/player.c
akerr_ErrorContext *ss_player_controls(int controlmapid, char *actorname)
{
    akgl_ControlMap *controlmap = NULL;
    akgl_Control control;
    PREPARE_ERROR(errctx);
```

```c excerpt=examples/sidescroller/player.c
    controlmap = &akgl_controlmaps[controlmapid];
    controlmap->target = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
```

Then fill in an `akgl_Control` and push it. Zero the struct first — a binding is copied into
the map, so a stack local is fine, but an uninitialized field matches against garbage:

```c excerpt=examples/sidescroller/player.c
    PASS(errctx, aksl_memset((void *)&control, 0x00, sizeof(akgl_Control)));
```

```c excerpt=examples/sidescroller/player.c
    control.event_on = SDL_EVENT_KEY_DOWN;
    control.event_off = SDL_EVENT_KEY_UP;

    control.key = SDLK_LEFT;
    control.handler_on = &akgl_actor_cmhf_left_on;
    control.handler_off = &ss_control_left_off;
    PASS(errctx, akgl_controller_pushmap(controlmapid, &control));
```

`akgl_actor_cmhf_left_on` is one of the library's built-in handlers: it sets
`AKGL_ACTOR_STATE_MOVING_LEFT` and signs the acceleration. There is a matching
`akgl_actor_cmhf_left_off`; step 9 explains why this game supplies its own instead.

Point the map at the actor, and set both device ids to 0, which means "any":

```c excerpt=examples/sidescroller/player.c
    controlmap->kbid = 0;
    controlmap->jsid = 0;
```

Use 0 unless you are writing a two-player game on two keyboards. The id a key event carries
is chosen by the video backend and is not the id `SDL_GetKeyboards()` reports.

A gamepad is the same table with different event types. Clear `key` first — a keyboard event
is matched on `key` whatever else the binding carries, and 0 is a keycode like any other:

```c excerpt=examples/sidescroller/player.c
    control.key = 0;
    control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
    control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;

    control.button = SDL_GAMEPAD_BUTTON_DPAD_LEFT;
    control.handler_on = &akgl_actor_cmhf_left_on;
    control.handler_off = &ss_control_left_off;
    PASS(errctx, akgl_controller_pushmap(controlmapid, &control));
```

`SDL_GAMEPAD_BUTTON_DPAD_RIGHT` and `SDL_GAMEPAD_BUTTON_SOUTH` — the A button — get the same
treatment for right and jump.

Bind controls **after** the map is loaded. The map is what creates the actor the control map
targets.

### Keeping the player visible

Add one line where you set up the player:

```c excerpt=examples/sidescroller/player.c
    obj->movement_controls_face = false;
```

The default facing logic clears every facing bit and sets one from the *movement* bits — so
an actor that stops moving is left facing nowhere. Its state drops to bare `ALIVE`, which
your character has no sprite for, and it stops being drawn. Clearing this field leaves the
facing bits wherever the control handlers put them. Making the default behave is tracked in
`TODO.md`.

Run now. The arrow keys walk the player, the run animation plays, and the player stops at
walls.

---

## 9. Make the player jump

### Knowing you are on the ground

Nothing in libakgl records whether an actor is standing on something, and a collision contact
does not answer it either — a contact says something pushed back this step, which is a
different question from "is there a floor to push off". Ask directly:

```c excerpt=examples/sidescroller/main.c
    PASS(errctx, akgl_collision_shape_bounds(shape, x, y + 1.0f, &feet));
    PASS(errctx, akgl_collision_box_blocked(&ss_collision, &feet, AKGL_COLLISION_LAYER_STATIC, dest));
```

`akgl_collision_shape_bounds` turns a shape plus a position into a rectangle;
`akgl_collision_box_blocked` says whether that rectangle overlaps anything solid. One pixel
down, and only one — a taller probe reports a floor the actor is still falling towards, and a
jump that fires off it looks like the player jumped out of thin air.

Call it at the top of `movementlogicfunc`:

```c excerpt=examples/sidescroller/player.c
    PASS(errctx, ss_grounded(&obj->shape, obj->x, obj->y, &ss_game.grounded));
```

### The jump

An actor's velocity has two parts that are added together every step:

- **`tx`, `ty`** — *thrust*. What the character is pushing itself with. Capped against the
  character's `speed_x`/`speed_y`.
- **`ex`, `ey`** — *environment*. What the world is doing to it. Gravity accumulates here.

A jump is an impulse into `ey`, not thrust:

```c excerpt=examples/sidescroller/player.c
    if ( (ss_game.jump_requested == true) && (ss_game.grounded == true) ) {
	obj->ey = -SS_JUMP_SPEED;
    }
    ss_game.jump_requested = false;
```

It has to be `ey`, because `ey` is where gravity accumulates and the two must cancel for the
arc to come back down. Written as thrust it would be capped against the character's `speed_y`
of 0 and scaled to nothing.

The key handler only *asks*; whether a jump is allowed is the movement function's decision:

```c excerpt=examples/sidescroller/player.c
static akerr_ErrorContext *ss_control_jump_on(akgl_Actor *obj, SDL_Event *event)
{
    PREPARE_ERROR(errctx);
    FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
    FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
    ss_game.jump_requested = true;
    SUCCEED_RETURN(errctx);
}
```

Every control handler has that signature: an actor, an SDL event, an error context back.

Releasing the button early cuts the jump short. That is variable jump height, for four lines:

```c excerpt=examples/sidescroller/player.c
static akerr_ErrorContext *ss_control_jump_off(akgl_Actor *obj, SDL_Event *event)
{
    PREPARE_ERROR(errctx);
    FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
    FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
    if ( obj->ey < 0.0f ) {
	obj->ey *= 0.4f;
    }
    SUCCEED_RETURN(errctx);
}
```

### Picking the jump sprite

Set `AKGL_ACTOR_STATE_MOVING_UP` whenever the actor is off the ground, and your character's
mappings do the rest:

```c excerpt=examples/sidescroller/player.c
    if ( ss_game.grounded == true ) {
	AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_UP);
    } else {
	AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_MOVING_UP);
    }
```

Use `AKGL_BITMASK_ADD`, `_DEL` and `_HAS` rather than writing `|` and `&` by hand.

### Friction

Bind your own release handlers, which clear the movement bit and the acceleration but leave
the thrust alone:

```c excerpt=examples/sidescroller/player.c
static akerr_ErrorContext *ss_control_left_off(akgl_Actor *obj, SDL_Event *event)
{
    PREPARE_ERROR(errctx);
    FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
    FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
    obj->ax = 0.0f;
    AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT);
    SUCCEED_RETURN(errctx);
}
```

`ss_control_right_off` is the same function with `AKGL_ACTOR_STATE_MOVING_RIGHT`.

Then decay the thrust yourself, faster on the ground than in the air:

```c excerpt=examples/sidescroller/player.c
	obj->tx -= obj->tx * friction * dt;
	if ( fabsf(obj->tx) < 1.0f ) {
	    obj->tx = 0.0f;
	}
```

```c excerpt=examples/sidescroller/sidescroller.h
#define SS_FRICTION_GROUND      12.0f
#define SS_FRICTION_AIR         1.5f
```

Snap to zero below a pixel per second, because an exponential decay never actually arrives.

The library's own `akgl_actor_cmhf_left_off` zeroes `tx` outright, which stops the actor dead
in one frame — right for a top-down game, wrong for a sidescroller. Friction and deceleration
in the backend are tracked in `TODO.md` under "Arcade physics feel"; when they land, this
whole section becomes a setting.

### The whole movement function, in order

`ss_player_movement` now does five things, and the order is the order they were introduced:

1. `akgl_actor_logic_movement(obj, dt)` — the default logic, first.
2. `ss_grounded(...)` — record whether there is a floor underfoot.
3. Decay `tx` if no direction is held.
4. If a jump was requested and the actor is grounded, write `ey`. Clear the request either
   way.
5. Set or clear `AKGL_ACTOR_STATE_MOVING_UP` from `grounded`.

Steps 2 and 3 have to come before 4: the jump reads the same `grounded` the friction does,
and reading it twice in one step would cost a query for nothing.

Run now. The player runs, slides to a stop, jumps, and holds the jump sprite through the arc.

---

## 10. Scroll the camera

`akgl_camera` is a plain `SDL_FRect` in map pixels that the library reads. Moving it is the
whole of scrolling:

```c excerpt=examples/sidescroller/main.c
    limit = (float32_t)(akgl_gamemap->width * akgl_gamemap->tilewidth) - akgl_camera->w;
    akgl_camera->x = (ss_game.player->x + 16.0f) - (akgl_camera->w / 2.0f);
    if ( akgl_camera->x > limit ) {
	akgl_camera->x = limit;
    }
    if ( akgl_camera->x < 0.0f ) {
	akgl_camera->x = 0.0f;
    }
    akgl_camera->x = (float32_t)((int)akgl_camera->x);
```

Centre on the player, clamp to the level, and **floor to a whole pixel**. The tile drawing
truncates the camera position when it works out how much of an edge tile to show, so a camera
that is fractionally different every frame makes the tile grid shimmer.

Call it once per frame, before `akgl_game_update`.

Run now. The level scrolls as the player walks, and stops scrolling at both ends.

---

## 11. Collect coins and die on hazards

This is game logic, not physics, so it goes in `updatefunc`. Call the default first:

```c excerpt=examples/sidescroller/player.c
    PASS(errctx, akgl_actor_update(obj));
```

### Overlap tests

`akgl_collide_rectangles` answers "do these two rectangles overlap" with a `bool`. That is
the right tool for a pickup — you want to know, not to be pushed:

```c excerpt=examples/sidescroller/player.c
	PASS(errctx, hitbox(ss_game.coins[i], 8.0f, &other));
	PASS(errctx, akgl_collide_rectangles(&player, &other, &hit));
```

`hitbox` insets a rectangle into the 32×32 frame, for the same reason the collision shape was
inset — a hazard box the full size of the frame kills a player who is visibly nowhere near
it:

```c excerpt=examples/sidescroller/player.c
static akerr_ErrorContext *hitbox(akgl_Actor *obj, float32_t inset, SDL_FRect *dest)
{
    PREPARE_ERROR(errctx);
    FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
    FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");

    dest->x = obj->x + inset;
    dest->y = obj->y + inset;
    dest->w = 32.0f - (inset * 2.0f);
    dest->h = 32.0f - (inset * 2.0f);
    SUCCEED_RETURN(errctx);
}
```

The coin test uses an inset of 8, the hazard test 6 — a coin should be easy to take and a
spike should be hard to hit.

### Removing an actor

There is no "despawn" call. Giving the pool slot back is what unregisters the actor and stops
it being drawn:

```c excerpt=examples/sidescroller/player.c
	    PASS(errctx, akgl_heap_release_actor(ss_game.coins[i]));
	    ss_game.coins[i] = NULL;
	    ss_game.coins_taken += 1;
```

Releasing another actor from inside the update sweep is safe: the sweep re-reads the
reference count at the top of every iteration and skips a slot that has gone free. Clear your
own pointer to it in the same breath.

### Falling out of the level

Nothing stops an actor leaving the map, so check for it:

```c excerpt=examples/sidescroller/player.c
    if ( obj->y > (float32_t)(akgl_gamemap->height * akgl_gamemap->tileheight) ) {
	PASS(errctx, respawn(obj));
	SUCCEED_RETURN(errctx);
    }
```

### Respawning

The player needs a data slot of its own, filled in when you set the player up:

```c excerpt=examples/sidescroller/player.c
static ss_ActorData ss_player_data;
```

```c excerpt=examples/sidescroller/player.c
    ss_player_data.home_x = obj->x;
    ss_player_data.home_y = obj->y;
    obj->actorData = (void *)&ss_player_data;
```

Record it **after** settling the spawn point, so a respawn does not put the player back inside
the geometry it was lifted out of.

Respawning clears everything the simulation carries between steps, not just the position:

```c excerpt=examples/sidescroller/player.c
static akerr_ErrorContext *respawn(akgl_Actor *obj)
{
    ss_ActorData *data = NULL;
    PREPARE_ERROR(errctx);

    FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
    FAIL_ZERO_RETURN(errctx, obj->actorData, AKERR_NULLPOINTER, "obj->actorData");

    data = (ss_ActorData *)obj->actorData;
    obj->x = data->home_x;
    obj->y = data->home_y;
    obj->ex = 0.0f;
    obj->ey = 0.0f;
    obj->tx = 0.0f;
    obj->ty = 0.0f;
    obj->vx = 0.0f;
    obj->vy = 0.0f;
    ss_game.deaths += 1;
```

`ey` is where the fall accumulated. A player who respawns still holding a full-speed fall
lands dead again immediately.

### Where to keep per-actor data

`akgl_Actor::actorData` is a `void *` the library never reads or frees. Point it at a fixed
table:

```c excerpt=examples/sidescroller/actors.c
static ss_ActorData ss_hazard_data[SS_HAZARD_COUNT];
```

The player's slot is `ss_player_data` in `player.c`; the hazards share a table in `actors.c`.

### The whole update function, in order

`ss_player_update` does four things:

1. `akgl_actor_update(obj)` — the default, which chooses the facing and advances the
   animation.
2. If the actor is below the bottom of the map, respawn and return.
3. Test the player's hitbox against each remaining coin; take any it overlaps.
4. Test it against each hazard; respawn on any it overlaps.

Run now. Walking into a coin takes it, walking into the blob or falling into the pit
respawns you at the start.

---

## 12. Add moving enemies

### Something that does not move at all

The coins need a `movementlogicfunc` of their own. Their character has no speed and no
acceleration so they cannot thrust — but gravity is not thrust, and a coin left to the
default logic falls out of the level with everything else.

Raising `AKGL_ERR_LOGICINTERRUPT` is how an actor opts out of the rest of its step. It is
**not a failure**: the physics step catches it, skips gravity, drag, the move and collision
for that actor, and carries on to the next one.

```c excerpt=examples/sidescroller/actors.c
static akerr_ErrorContext *ss_static_movement(akgl_Actor *obj, float32_t dt)
{
    PREPARE_ERROR(errctx);
    (void)dt;
    FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
    FAIL_RETURN(errctx, AKGL_ERR_LOGICINTERRUPT, "%s does not simulate", (char *)obj->name);
}
```

**Only a `movementlogicfunc` may raise it.** From anywhere else it aborts the whole physics
step and leaves every remaining actor unsimulated.

### A blob that patrols

The blob walks under gravity like the player does and the library resolves it the same way.
Its hook only decides which way to face next.

Set the facing and movement bits, then let the default logic sign the acceleration:

```c excerpt=examples/sidescroller/actors.c
    AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
    if ( data->facing < 0.0f ) {
	AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_FACE_LEFT | AKGL_ACTOR_STATE_MOVING_LEFT));
    } else {
	AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_FACE_RIGHT | AKGL_ACTOR_STATE_MOVING_RIGHT));
    }
```

Then probe. `step` is one pixel in the direction of travel:

```c excerpt=examples/sidescroller/actors.c
    step = 1.0f;
    if ( data->facing < 0.0f ) {
	step = -1.0f;
    }
```

```c excerpt=examples/sidescroller/actors.c
    PASS(errctx, akgl_collision_shape_bounds(&obj->shape, (obj->x + step), obj->y, &ahead));
    PASS(errctx, akgl_collision_box_blocked(&ss_collision, &ahead, AKGL_COLLISION_LAYER_STATIC, &wall_ahead));
    PASS(errctx, ss_grounded(&obj->shape, obj->x, obj->y, &grounded));
```

The floor probe is one pixel past the leading edge of the box and one pixel below its feet:

```c excerpt=examples/sidescroller/actors.c
    probe_y = obj->y + ss_blob_body.y + ss_blob_body.h + 1.0f;
    if ( data->facing < 0.0f ) {
	probe_x = obj->x + ss_blob_body.x - 1.0f;
    } else {
	probe_x = obj->x + ss_blob_body.x + ss_blob_body.w + 1.0f;
    }
    PASS(errctx, akgl_collision_solid_at(&ss_collision, probe_x, probe_y, &floor_ahead));
```

One pixel, not one tile. The probe is asking "is there ground under my next step", and a
longer reach turns the blob round a tile before the ledge.

`akgl_collision_solid_at` is the cheapest query there is: is the tile under this one point
solid.

Turn around on either:

```c excerpt=examples/sidescroller/actors.c
    if ( (wall_ahead == true) || ((grounded == true) && (floor_ahead == false)) ) {
	data->facing = -data->facing;
```

### A moth that flies

A flying enemy wants no gravity, and the map has gravity because the player needs it. Rather
than fighting the backend, write the position directly and then opt out:

```c excerpt=examples/sidescroller/actors.c
    data->phase += dt;
    obj->x = data->home_x + (sinf(data->phase) * 64.0f);
    obj->y = data->home_y + (sinf(data->phase * 2.0f) * 24.0f);
```

```c excerpt=examples/sidescroller/actors.c
    FAIL_RETURN(errctx, AKGL_ERR_LOGICINTERRUPT, "%s flies itself", (char *)obj->name);
```

Two sines at a 1:2 ratio is a figure eight.

### Wiring them up

`actors.c` needs its own lookup helper. A miss means the map and the code disagree about what
the level contains, which is worth failing on rather than working around:

```c excerpt=examples/sidescroller/actors.c
static akerr_ErrorContext *find_actor(char *name, akgl_Actor **dest)
{
    PREPARE_ERROR(errctx);
    FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "name");
    FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");

    *dest = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, name, NULL);
    FAIL_ZERO_RETURN(errctx, *dest, AKERR_KEY, "The map placed no actor called %s", name);
    SUCCEED_RETURN(errctx);
}
```

Then find each actor by its Tiled name and install its hook:

```c excerpt=examples/sidescroller/actors.c
static SDL_FRect ss_blob_body = { .x = 8.0f, .y = 0.0f, .w = 16.0f, .h = 32.0f };
```

```c excerpt=examples/sidescroller/actors.c
    PASS(errctx, find_actor("blob1", &ss_game.hazards[0]));
    PASS(errctx, akgl_collision_shape_box(&ss_game.hazards[0]->shape, &ss_blob_body, 0.0f));
    ss_game.hazards[0]->shape_override = true;
    PASS(errctx, akgl_collision_settle(&ss_collision, &ss_game.hazards[0]->shape,
				       &ss_game.hazards[0]->x, &ss_game.hazards[0]->y, 0));
    ss_hazard_data[0].home_x = ss_game.hazards[0]->x;
    ss_hazard_data[0].home_y = ss_game.hazards[0]->y;
    ss_hazard_data[0].facing = -1.0f;
    ss_game.hazards[0]->actorData = (void *)&ss_hazard_data[0];
    ss_game.hazards[0]->movementlogicfunc = &ss_blob_movement;
```

The coins are found the same way, by the names Tiled gave them — `coin1` through `coin4`:

```c excerpt=examples/sidescroller/actors.c
    for ( i = 0; i < SS_COIN_COUNT; i++ ) {
	PASS(errctx, aksl_snprintf(&count, (char *)&name, sizeof(name), "coin%d", (i + 1)));
	PASS(errctx, find_actor((char *)&name, &ss_game.coins[i]));
	ss_game.coins[i]->movementlogicfunc = &ss_static_movement;
    }
```

The moth needs no shape — it never touches terrain — but it does need its home position, since
that is what it orbits:

```c excerpt=examples/sidescroller/actors.c
    PASS(errctx, find_actor("moth1", &ss_game.hazards[1]));
    ss_hazard_data[1].home_x = ss_game.hazards[1]->x;
    ss_hazard_data[1].home_y = ss_game.hazards[1]->y;
    ss_hazard_data[1].facing = 1.0f;
    ss_game.hazards[1]->actorData = (void *)&ss_hazard_data[1];
    ss_game.hazards[1]->movementlogicfunc = &ss_moth_movement;
```

All of that lives in one function, `ss_actors_bind`, which `main.c` calls after the map is
loaded.

Run now. The coins hang in the air instead of falling, the blob patrols its platform and
turns at the edges, and the moth traces a figure eight. That is the whole game.

---

## 13. Tear down

**There is no `akgl_game_shutdown`.** Teardown is yours:

```c excerpt=examples/sidescroller/main.c
    IGNORE(akgl_text_unloadallfonts());
    for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
	if ( akgl_heap_actors[i].refcount > 0 ) {
	    IGNORE(akgl_heap_release_actor(&akgl_heap_actors[i]));
	}
    }
```

`IGNORE` is the fourth macro: make the call and discard the error. It is the right thing on a
teardown path, where there is nobody left to report to. It is the *wrong* thing anywhere
else.

**`akgl_text_unloadallfonts` must run before `TTF_Quit`**, which destroys the fonts
underneath the registry that still points at them.

Do not call `akgl_tilemap_release` unless you are loading a second level — it has a
double-free, recorded in `TODO.md` under "Known and still open" item 2. A process that is
exiting can leave the textures to `SDL_Quit`.

### Reporting a failure from `main`

`main` returns `int`, so the usual `FINISH` will not compile there. Use this shape:

```c excerpt=examples/sidescroller/main.c
    ATTEMPT {
	CATCH(errctx, parse_args(argc, argv, &assetdir, &frames));
	CATCH(errctx, startup());
	CATCH(errctx, load_level(assetdir));
	CATCH(errctx, run(frames));
    } CLEANUP {
	shutdown_game();
    } PROCESS(errctx) {
    } HANDLE_DEFAULT(errctx) {
	LOG_ERROR_WITH_MESSAGE(errctx, "the sidescroller could not run");
```

- `parse_args` is ordinary `strcmp` over `argv`, filling in `assetdir` and `frames`. It
  exists for the headless run at the end of this chapter; a game that only ever opens a
  window can drop it and pass `SS_ASSET_DIR` and `0` straight in.
- `ATTEMPT` … `CLEANUP` … `PROCESS` … `HANDLE_DEFAULT` … `FINISH_NORETURN` is the
  error-handling block. `CATCH` inside it is what `PASS` is outside it.
- `LOG_ERROR_WITH_MESSAGE` is libakerror's, like every other macro here. It prints the
  status, your message and the stack trace the context accumulated on its way up.
- `CLEANUP` runs on every path, success or failure. Teardown goes there.
- **Never use a `*_RETURN` macro inside `ATTEMPT`.** It returns past `CLEANUP`, so every
  release and `fclose` is skipped.
- Set a flag in `HANDLE_DEFAULT` and return it after `FINISH_NORETURN`. Returning from inside
  a `HANDLE` block leaks the error context's pool slot.

---

## Build it and run it

```sh norun
cmake -S . -B build -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build --parallel
./build/examples/sidescroller/sidescroller
```

| Control | Keyboard | Gamepad |
|---|---|---|
| Walk left / right | ← → | D-pad left / right |
| Jump | Space | A (south) |
| Quit | Close the window | — |

Holding the jump key longer jumps higher.

To run it without a display — in CI, or to check that it still works:

```sh norun
SDL_VIDEODRIVER=dummy SDL_RENDER_DRIVER=software SDL_AUDIODRIVER=dummy \
  ./build/examples/sidescroller/sidescroller --frames 240 --autoplay
```

Those two flags are scaffolding for that run and are not part of the game. `--frames N` stops
after N frames, which is the `if` in `run()` above. `--autoplay` synthesizes key events on a
fixed schedule so the level plays itself:

```c excerpt=examples/sidescroller/player.c
    if ( (frame % SS_AUTOPLAY_JUMP_PERIOD) == 0 ) {
	synthetic.type = SDL_EVENT_KEY_DOWN;
	synthetic.key.which = SS_AUTOPLAY_KBID;
	synthetic.key.key = SDLK_SPACE;
	PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &synthetic));
```

Feed synthetic events through `akgl_controller_handle_event` rather than calling the handlers
directly. A scripted run then exercises the binding table the same way a player does, so a
control map that matches nothing fails the smoke test instead of passing it.

It prints where the player finished:

```text
sidescroller: 240 frames, 0 of 4 coins, 0 deaths, player at 136.0,160.0 grounded
```

**Capture that position at the end of `run()`, not in `main`.** Teardown happens in `main`'s
`CLEANUP` block and releases the actor pool, so by the time the summary is printed
`ss_game.player` points at a slot that has been given back — and the line reports `0.0,0.0`:

```c excerpt=examples/sidescroller/main.c
    if ( ss_game.player != NULL ) {
	ss_game.final_x = ss_game.player->x;
	ss_game.final_y = ss_game.player->y;
    }
```

That is what `final_x` and `final_y` on `ss_Game` are for.

`grounded` and a sensible `y` are how you know collision ran. If the player is hundreds of
pixels below the level, revisit step 7.

## Where to look next

- [Chapter 15](15-collision.md) — the collision masks, the query API, and what happens when
  something moves faster than 1280 px/s.
- [Chapter 14](14-physics.md) — thrust versus environment, and the four gaps in the feel this
  chapter works around.
- [Chapter 12](12-actors.md) — the other five behaviour hooks, and parent/child actors.
- [Chapter 13](13-tilemaps.md) — the rest of the map format and the limits that bind a level.
- [Chapter 21](21-tutorial-jrpg.md) — the same shape of program with no gravity, NPCs and a
  text box.
