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libakgl/examples/sidescroller/CMakeLists.txt

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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 sidescroller tutorial game.
#
# A real target, built by default, so docs/19-tutorial-sidescroller.md cannot
# quote a program that does not compile -- and registered as a headless smoke
# test, so it cannot quote one that does not run.
get_filename_component(SS_ASSET_DIR
"${CMAKE_CURRENT_SOURCE_DIR}/../../docs/tutorials/assets/sidescroller" ABSOLUTE)
add_executable(sidescroller
main.c
player.c
actors.c
)
target_include_directories(sidescroller PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}")
target_compile_options(sidescroller PRIVATE ${AKGL_WARNING_FLAGS})
# Baked in rather than looked up at runtime, so the smoke test can be launched
# from any working directory. `--assets DIR` overrides it for a reader who has
# moved the art somewhere else.
target_compile_definitions(sidescroller PRIVATE "SS_ASSET_DIR=\"${SS_ASSET_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)
# A vendored build leaves the SDL satellite libraries in per-project
# subdirectories that are not on the loader's default search path, which is the
# same problem AKGL_VENDORED_RPATH solves for the test executables.
if(AKGL_VENDORED_DEPENDENCIES)
set_target_properties(sidescroller PROPERTIES BUILD_RPATH "${AKGL_VENDORED_RPATH}")
endif()
# Four seconds of scripted play under the headless drivers: the level loads, the
# player walks and jumps, the swept collision runs against real terrain, and the
# program tears down and exits 0. A tutorial that stops working fails here rather
# than in front of a reader.
#
# add_test() rather than _add_test(): the root CMakeLists.txt shadows it only
# while this project is top-level, and by the time examples/ is added the
# suppression has already been lifted. An embedded build gets the builtin.
add_test(NAME example_sidescroller COMMAND sidescroller --frames 240 --autoplay)
Stop set_tests_properties from eating the test environment lists The example games failed on the CI runner with "ALSA: Couldn't open audio device" despite SDL_AUDIODRIVER=dummy sitting right there in their CMake -- because it never reached the process. set_tests_properties parses its PROPERTIES arguments as name/value pairs, so a semicolon-separated value list is split and every element after the first is consumed as a bogus property name: ENVIRONMENT kept only SDL_VIDEODRIVER=dummy, and the LD_LIBRARY_PATH prepend list kept only its first directory. ctest --show-only=json-v1 shows the truncation plainly. Nobody could see it. Video survived because SDL3 falls through its driver list to dummy on a headless machine with no hint at all; audio survived on every developer machine because the real device works there; the library paths survived because RPATH covered them. A runner with no sound card was the first environment where any of it mattered. Every list-valued test property now goes through set_property(TEST ...), which takes real list arguments -- the examples' ENVIRONMENT triplets and vendored-path modifications, the suites' LD_LIBRARY_PATH prepends, and the docs harness's driver variables. Verified by property dump (3 environment entries and all 7 prepends present) and by running the example tests with ALSA_CONFIG_PATH=/dev/null, which now pass where a real ALSA open would fail: the dummy driver is finally the one being asked. Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
2026-08-02 14:19:05 -04:00
set_tests_properties(example_sidescroller PROPERTIES TIMEOUT 120)
# set_property, not set_tests_properties: the latter parses its PROPERTIES
# arguments as name/value *pairs*, so a semicolon-separated value is split and
# every element after the first is consumed as a bogus property name. The
# audio and render entries of this very list were silently lost that way for
# as long as the list existed -- invisible on any machine whose real audio
# device works, and found the first time CI ran on a runner without one.
set_property(TEST example_sidescroller PROPERTY ENVIRONMENT
"SDL_VIDEODRIVER=dummy"
"SDL_RENDER_DRIVER=software"
"SDL_AUDIODRIVER=dummy"
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
)