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Add two tutorial games that build, run in CI, and cannot drift examples/sidescroller and examples/jrpg are complete programs, built with the library and exercised headless by ctest. The chapters quote them with `c excerpt=examples/...` blocks rather than restating the code, so a chapter cannot drift from a program that compiles -- the excerpt check fails the moment the source moves. 34 excerpts in one chapter, 21 in the other. The two are complementary. The sidescroller is the physics tutorial: gravity, a jump, coins, hazards. The JRPG is the content-pipeline tutorial: a town map, NPCs spawned from map objects, four-way per-facing animation, a text box, a follower. Both smoke tests drive real SDL_Events through akgl_controller_handle_event and step the physics clock at a fixed 1/60s rather than sleeping, so a scripted run is deterministic and finishes in under five seconds. Writing them is what turned up most of the defects recorded in the next commit, because a game exercises paths a unit test does not. Each workaround says in the chapter which library gap forced it: - collision is written in a custom movementlogicfunc, because akgl_physics_arcade_collide raises AKERR_API and akgl_physics_simulate never calls collide at all; - the sidescroller cancels the step's own gravity when it blocks downward, because otherwise a quarter-pixel of penetration makes the *horizontal* sweep report blocked and the character walks backwards a tile at a time; - both clear movement_controls_face on every map-spawned actor, because the default facefunc leaves a stopped actor with no facing bit, no sprite, and no draw; - the JRPG's follower gets a renderfunc that nulls obj->parent for the duration of the draw, because a child's offset is counted twice. Assets are CC0 from three Kenney packs, vendored with per-pack licence text, per-file provenance, and the geometry contract in docs/tutorials/assets/README.md. CC0 specifically rather than merely free: a reader who copies a tutorial into their own game inherits no obligation. scripts/fetch_tutorial_assets.sh refreshes them in the shape mkcontrollermappings.sh was fixed into for 0.5.0 -- it checks curl's status, refuses a pack page that does not say CC0, verifies the archive and the staged dimensions, and leaves the tracked bytes untouched on any failure. Both failure paths were tested, and a no-op refresh is byte-identical. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 20:59:00 -04:00
# The tutorial asset contract
What `examples/sidescroller/` and `examples/jrpg/` are drawing, and the exact
numbers they have to use. Licensing is in `PROVENANCE.md`; refreshing the art
from upstream is `scripts/fetch_tutorial_assets.sh`.
Every claim below was checked against `src/`, not against header prose, and the
whole set was loaded through the real library -- `akgl_sprite_load_json`,
`akgl_character_load_json`, `akgl_tilemap_load` -- before being committed.
## Geometry
| Thing | Value | Why it is that value |
|-------------------------|--------|---------------------------------------------------------------------------|
| Tile | 16x16 | Both tilesets ship on a 16x16 grid |
| Tileset spacing, margin | 0, 0 | `akgl_tilemap_compute_tileset_offsets` gets nothing else right; see below |
| Character frame | 32x32 | The fixed contract for these tutorials |
| Art inside a frame | 16x16 | Composited at (8, 16): centred, sitting on the cell's bottom edge |
| Frames per sheet row | all | Every sheet is a single row, so `coords_for_frame` never has to wrap |
| Frames per animation | max 16 | `AKGL_SPRITE_MAX_FRAMES`; a 17th is `AKERR_OUTOFBOUNDS` at load |
| Frame id | 0..255 | `uint8_t`; a larger id is `AKERR_OUTOFBOUNDS` at load |
**The one alignment rule.** `akgl_actor_render` draws into a rectangle of
`sprite->width` by `sprite->height` with its top-left at the actor's `x`, `y`.
Because every frame's art is bottom-centred in its cell, an actor at `(x, y)`
has its feet at `y + 32` and its 16 px body spanning `x + 8` to `x + 23`. Ground
contact, pickup tests and hitboxes should use that inner rectangle, not the
32x32 cell.
## Sidescroller sheets
`sidescroller/player.png` -- 192x32, six frames.
| Frame | Facing | Pose | Used by |
|-------|--------|---------------------------------|-----------------------------------------------|
| 0 | right | contact | `ss_player_idle_right`, `ss_player_run_right` |
| 1 | right | passing, airborne | `ss_player_run_right`, `ss_player_jump_right` |
| 2 | right | opposite contact | `ss_player_run_right` |
| 3 | left | contact (mirror of 0) | `ss_player_idle_left`, `ss_player_run_left` |
| 4 | left | passing, airborne (mirror of 1) | `ss_player_run_left`, `ss_player_jump_left` |
| 5 | left | opposite contact (mirror of 2) | `ss_player_run_left` |
The left-facing frames exist as their own art because `akgl_actor_render` passes
`SDL_FLIP_NONE` to `draw_texture` unconditionally (`src/actor.c`). There is no
way to ask the library for a mirrored blit.
`sidescroller/coin.png` -- 32x32, one frame. The pack ships no rotation frames.
`sidescroller/hazard.png` -- 128x32, four frames.
| Frame | What | Used by |
|-------|--------------------------|------------------|
| 0 | red blob, ground, pose A | `ss_hazard_blob` |
| 1 | red blob, ground, pose B | `ss_hazard_blob` |
| 2 | moth, flying, wings up | `ss_hazard_moth` |
| 3 | moth, flying, wings down | `ss_hazard_moth` |
## JRPG sheets
`jrpg/player.png`, `jrpg/npc_shopkeeper.png` and `jrpg/npc_elder.png` are
384x32, twelve frames, and share one layout.
| Frames | Facing | Poses | Idle sprite uses | Walk sprite uses |
|--------|--------|-----------------------|------------------|------------------|
| 0-2 | down | stand, step A, step B | 0 | 1, 0, 2, 0 |
| 3-5 | left | stand, step A, step B | 3 | 4, 3, 5, 3 |
| 6-8 | right | stand, step A, step B | 6 | 7, 6, 8, 6 |
| 9-11 | up | stand, step A, step B | 9 | 10, 9, 11, 9 |
The stand frame between the two steps is what makes it read as a walk rather
than a shuffle; it is the same three-frame cycle the source art was drawn for.
## States
A character's sprite map is keyed by `SDL_itoa(state)` and looked up with
`SDL_GetPointerProperty` (`akgl_character_sprite_get`), so **the match is on the
whole integer, not on a mask test**. A state the character has no exact entry
for makes the actor invisible for that frame -- `actor_visible` treats
`AKERR_KEY` as "nothing to draw", which is an answer, not an error.
These are the values the library's own input handlers produce.
`akgl_actor_cmhf_<dir>_on` clears every `FACE_*` and `MOVING_*` bit before
setting its own pair, and `_off` clears only its `MOVING_*` bit, so the facing
survives the key release and no two `MOVING_*` bits are ever set at once.
| State | Bits | Sidescroller sprite | JRPG sprite |
|-------|-------------------------------------|---------------------|------------------|
| 16 | ALIVE | (coin, hazards) | -- |
| 17 | ALIVE, FACE_DOWN | `..._idle_right` | `..._idle_down` |
| 18 | ALIVE, FACE_LEFT | `..._idle_left` | `..._idle_left` |
| 20 | ALIVE, FACE_RIGHT | `..._idle_right` | `..._idle_right` |
| 24 | ALIVE, FACE_UP | -- | `..._idle_up` |
| 146 | ALIVE, FACE_LEFT, MOVING_LEFT | `..._run_left` | `..._walk_left` |
| 276 | ALIVE, FACE_RIGHT, MOVING_RIGHT | `..._run_right` | `..._walk_right` |
| 530 | ALIVE, FACE_LEFT, MOVING_UP | `..._jump_left` | -- |
| 532 | ALIVE, FACE_RIGHT, MOVING_UP | `..._jump_right` | -- |
| 536 | ALIVE, FACE_UP, MOVING_UP | `..._jump_right` | `..._walk_up` |
| 658 | ALIVE, FACE_LEFT, MOVING_LEFT, UP | `..._jump_left` | -- |
| 788 | ALIVE, FACE_RIGHT, MOVING_RIGHT, UP | `..._jump_right` | -- |
| 1041 | ALIVE, FACE_DOWN, MOVING_DOWN | -- | `..._walk_down` |
The four jump states are there because a sidescroller that routes its jump
through `akgl_actor_cmhf_up_on` lands on 536 -- that handler clears `FACE_RIGHT`
and sets `FACE_UP`, which in a side view is not a facing at all. A game that
sets `ey` directly instead never reaches those states, and nothing breaks
either way.
State names in character JSON are the **prefixed** spellings from
`src/actor_state_string_names.c`: `AKGL_ACTOR_STATE_ALIVE`, not
`ACTOR_STATE_ALIVE`. `util/assets/littleguy.json` uses the old unprefixed names
and `velocity_x`, and does not load against the current library. Do not copy it.
## Maps
Both maps are Tiled 1.8 TMJ with the tileset **embedded**.
`akgl_tilemap_load` reads `columns`, `firstgid`, `tilecount`, `image`,
`imagewidth`, `imageheight`, `margin`, `spacing`, `tilewidth`, `tileheight` and
`name` straight out of each element of the map's `tilesets` array
(`akgl_tilemap_load_tilesets_each`). The string `source` appears nowhere in
`src/tilemap.c` and nothing in the library ever opens a `.tsj`, so an external
tileset reference fails with `AKERR_KEY` on the missing `columns`. `README.md`
in the repository root says the opposite; it is wrong.
| Map | Cells | Layers | Objects |
|---------------------------|-------|-------------------------------------------|---------|
| `sidescroller/level1.tmj` | 40x15 | background (tile), terrain (tile), actors | 7 |
| `jrpg/town.tmj` | 30x20 | ground (tile), decoration (tile), actors | 3 |
Global tile ids are `(row * columns) + column + 1`; `0` means an empty cell and
is skipped. `sidescroller/tiles.png` has ten columns and 60 tiles;
`jrpg/tiles.png` has twenty-seven columns and 486 tiles, the last four columns
of which are the character art the sheets above were cut from. Those cells are
never referenced by `town.tmj`.
Other things the loader insists on, all of them checked:
- **Every object needs a `type` string**, including ones that are not actors. A
missing `type` fails the whole load, not just that object.
- An actor object needs a non-empty `name`, a `character` **string** property
and a `state` **int** property. The string-array form of `state` works in
character JSON and is not accepted here.
- The `character` named must already be in `AKGL_REGISTRY_CHARACTER`, which
means every sprite and character JSON has to be loaded before the map.
- A map's `properties` are optional; if present, `physics.model` must name a
backend that exists (`null` or `arcade`) or the load fails. Gravity and drag
keys are `float`.
- Tileset image paths resolve through `akgl_path_relative` against the map's own
directory. Image-layer paths do not -- those go through a plain `"%s/%s"`
join, so an absolute path there does not work. Keep every path relative.
## Physics
The sidescroller map asks for the `arcade` backend with `physics.gravity.y`
900.0 and `physics.drag.y` 1.5. There is no terminal velocity in the backend;
`ey` approaches `gravity_y / drag_y`, so those two numbers set it to 600 px/s.
The JRPG map asks for `arcade` with both gravity components at 0.0.
`ss_player` has `speed_y` and `acceleration_y` of 0.0 on purpose: a zero top
speed on an axis means `akgl_physics_simulate` zeroes that axis's thrust
outright, so holding a vertical direction cannot make the player fly. A jump
belongs in `ey`.