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Fill the gaps two readers found in the tutorials
Two agents were given nothing but the chapter text and asked to build the game
from it. Between them they named every place the chapters showed a fragment and
called it an explanation. This closes those.

Chapter 20 now shows what it previously only named: the whole ss_Game struct
rather than a truncated one, SS_COIN_COUNT and SS_HAZARD_COUNT, ss_ActorData,
the player and blob body rectangles, asset_path, hitbox, find_actor, respawn,
both jump handlers, the control-map function head, the gamepad buttons, the
blob's probe arithmetic, and a complete standalone CMakeLists rather than three
lines out of one. It also names the library globals a reader is expected to use
without declaring, lists all seven actor hooks rather than the two this game
replaces, and says in order what each of the two hook functions ends up doing.

Chapter 21 gains the same treatment: the header's includes and declarations, the
textbox colours and their SDL_Color type, TTF_Font, the jrpg_Townsfolk row type,
character_load in full, the player lookup, the frame loop, and per-file include
tables for both games.

Two claims were wrong and are corrected. "Each step is complete on its own" was
not true of a cumulative tutorial. And the first argument to
akgl_controller_handle_event is not a game-state word the dispatcher reads -- the
header says nothing reads it and it is required only as a non-NULL token.

Every step that produces code now ends with what the reader should see when they
run it. Excerpts across docs/ go from 137 to 190.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
2026-08-02 09:08:57 -04:00

58 KiB
Raw Blame History

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

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, 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 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 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 .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:

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_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. main.c adds akgl/character.h, akgl/controller.h, akgl/heap.h, akgl/registry.h, akgl/renderer.h, akgl/sprite.h and akgl/text.h; player.c adds akgl/controller.h, akgl/heap.h, akgl/registry.h, akgl/util.h and <math.h>; actors.c adds akgl/heap.h, akgl/registry.h and <math.h>. libakgl's 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. The code falls back to "." if it is not defined.

The header

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

#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:

#define SS_COIN_COUNT           4
#define SS_HAZARD_COUNT         2
#define SS_JUMP_SPEED           420.0f
#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:

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:

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:

#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:

extern ss_Game ss_game;
extern akgl_CollisionWorld ss_collision;
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.

#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 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:

    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:

    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:

	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:

    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:

    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:

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:

    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:

    PASS(errctx, akgl_game_update(NULL));

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

    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:

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:

    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:

static void ss_lowfps(void)
{
}

Assign it right after akgl_game_init():

    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:

{
    "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:

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:

{
    "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:

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

Open Tiled, 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:

   "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:

     "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.

    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:

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:

    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:

    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:

    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:

    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:

    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:

#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:

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:

    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 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 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:

    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:

    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:

    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:

akerr_ErrorContext *ss_player_controls(int controlmapid, char *actorname)
{
    akgl_ControlMap *controlmap = NULL;
    akgl_Control control;
    PREPARE_ERROR(errctx);
    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:

    PASS(errctx, aksl_memset((void *)&control, 0x00, sizeof(akgl_Control)));
    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":

    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:

    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:

    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:

    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:

    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, tythrust. What the character is pushing itself with. Capped against the character's speed_x/speed_y.
  • ex, eyenvironment. What the world is doing to it. Gravity accumulates here.

A jump is an impulse into ey, not thrust:

    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:

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:

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:

    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:

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:

	obj->tx -= obj->tx * friction * dt;
	if ( fabsf(obj->tx) < 1.0f ) {
	    obj->tx = 0.0f;
	}
#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:

    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:

    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:

	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:

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:

	    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:

    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:

static ss_ActorData ss_player_data;
    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:

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:

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.

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:

    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:

    step = 1.0f;
    if ( data->facing < 0.0f ) {
	step = -1.0f;
    }
    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:

    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:

    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:

    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);
    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:

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:

static SDL_FRect ss_blob_body = { .x = 8.0f, .y = 0.0f, .w = 16.0f, .h = 32.0f };
    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:

    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:

    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:

    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:

    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.
  • ATTEMPTCLEANUPPROCESSHANDLE_DEFAULTFINISH_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

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:

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:

    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:

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

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