Commit Graph

3 Commits

Author SHA1 Message Date
ff4af80693 Move outstanding work from TODO.md into the issue tracker
TODO.md carried two records in one file: what had been done, with the
measurements behind it, and what was left. The second half is what a tracker
is for, and keeping it here has already cost something -- AGENTS.md records a
round where eleven entries described code that had already changed, and this
file admitted to three more.

Every open item is now an issue on source.starfort.tech/andrew/libakgl,
labelled by kind and blast radius and milestoned by what it can land in: 0.9.x
for anything that breaks no ABI, 0.10.0 for new or changed public symbols,
1.0.0 for the design work. Four are epics: the performance plan (#60),
coverage (#61), actor rotation (#62), and the false header comments (#63).

Verified against the tree before filing rather than transcribed. Three entries
were already fixed and were not filed: the akgl_path_relative context leak, the
akgl_draw_background test extension, and the SDL enumeration audit -- keyboards,
gamepads and mappings are all freed in CLEANUP today. Two were reworded because
the code had moved: the fonts item is a missing teardown entry point rather than
a missing API, since akgl_text_unloadallfonts exists, and draw_world's tilemap
call is already bounded by numlayers, so only the per-layer actor rescan remains.

TODO.md keeps the part a tracker has no place for: why a decision went the way
it did, what the measurement was, and which arguments turned out to be wrong.

TODO.txt is deleted. Four of its eight entries had shipped -- actor-to-actor
collision, actor-to-world collision, automatic facing, image layers -- and the
four that had not are #74 through #77, with the GPU renderer's research links
kept because that is the part that took the time.

Every reference that named an item number or a moved section is repointed, in
the manual, the headers, the tests and the examples.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 18:47:34 -04:00
e0f58be7b6 Take the tutorial figures out of the games themselves
Both examples gain --screenshot PATH and --screenshot-frame N. The capture sits
between the world being drawn and the frame being presented, because
SDL_RenderPresent is where the target stops being readable, and it works under
the dummy video driver and the software renderer like the rest of the headless
path does.

`cmake --build build --target docs_game_figures` regenerates
docs/images/sidescroller.png and docs/images/jrpg.png by running each game to a
chosen frame. Same contract as docs_screenshots: deliberate, never part of a
build, because the PNGs are tracked. There is no --check counterpart, and the
target says why -- the sidescroller drives its physics from the wall clock, so a
byte comparison would fail for reasons that have nothing to do with the
documentation.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 08:38:18 -04:00
2ada77ab6a 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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-01 20:59:00 -04:00