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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

38 KiB
Raw Blame History

21. Tutorial: a top-down JRPG

The finished JRPG: a player and a follower standing in a walled town beside a villager, with a dialogue panel open at the bottom of the screen reading "ELDER: The old road north is closed."

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 town drawn in Tiled, and runs a character who walks in four directions, is blocked by buildings, is followed by a party member, and can talk to the townsfolk.

The finished program is examples/jrpg/ 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.

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.

Chapter 20 is the better place to start if you have not used libakgl before. It covers the same ground from a standing start — the error macros, the startup order, the sprite and character JSON formats, the Tiled setup — and this chapter assumes them rather than repeating them. What is new here is four-way movement, NPCs, text on screen, a follower and freezing the world.

Every symbol this game defines is prefixed jrpg_.

First principles: what a top-down game changes

The library is the same. Four things about using it differ from a sidescroller, and they are why this chapter exists.

Gravity is zero on both axes. The map declares it. Nothing falls, so speed_y on a character is a real walking speed rather than 0.

There are four facing directions, not two. A character needs eight sprite mappings — idle and walking, up, down, left and right — instead of the sidescroller's four.

Most actors never move. NPCs stand where the map put them, and are spoken to rather than walked into. That changes what you do about their facing bits, and it means they get no collision shape.

The world can be frozen. While a conversation is open the player stops, and everything else stops with them. libakgl has a status for exactly this.

The steps

  1. Set up the project — the directory, the build file, and where the font comes from.
  2. Start up and load the town — the same order as chapter 20, plus a font.
  3. Describe four-way art — twenty-four sprites from a naming convention.
  4. Bind eight states per character — the character JSON for four-way movement.
  5. Draw the town — a Tiled map with zero gravity and a solid decoration layer.
  6. Keep the NPCs visible — one line, and the reason it is needed.
  7. Wall the town in — solid tiles for buildings, static proxies for the map's edge.
  8. Walk in four directions — one call binds the whole arrow-key set.
  9. Follow the player — a child actor, and the one thing to know about drawing it.
  10. Put text on screen — a font, a panel and a line of dialogue.
  11. Talk to somebody — a proximity test and a key binding of your own.
  12. Freeze the worldAKGL_ERR_LOGICINTERRUPT, in a game.
  13. Follow with the camera, and tear down.

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. From step 6 onward the program builds and runs at the end of every step, and the text says what you should see.


1. Set up the project

jrpg/
    CMakeLists.txt
    jrpg.h              shared declarations
    jrpg.c              startup, the frame loop, teardown, controls
    world.c             assets, the map, the actors and their behaviour
    textbox.c           the dialogue panel

The build file is the sidescroller's, plus one thing: this game draws text, so it needs a TrueType font at runtime. Bake both paths in at compile time:

target_compile_definitions(jrpg PRIVATE
  JRPG_ASSET_DIR="${JRPG_REPO_ROOT}/docs/tutorials/assets/jrpg"
  JRPG_FONT_FILE="${JRPG_REPO_ROOT}/tests/assets/akgl_test_mono.ttf"
)

Give them defaults in the header so the file still compiles on its own:

#ifndef JRPG_ASSET_DIR
#define JRPG_ASSET_DIR          "docs/tutorials/assets/jrpg"

The screen is smaller than the sidescroller's and is not scaled up, because the town's art is drawn at map scale:

#define JRPG_SCREEN_WIDTH       "320"
#define JRPG_SCREEN_HEIGHT      "240"

These are strings because akgl_set_property takes strings. akgl_render_2d_init copies them onto akgl_camera on the way past, so everything downstream reads the camera rather than a second copy of the same two numbers.

What the header has to include, and declare

Each .c file includes jrpg.h plus whatever it uses directly:

File Adds
world.c <limits.h>, <math.h>, akstdlib.h, akgl/character.h, akgl/error.h, akgl/game.h, akgl/heap.h, akgl/physics.h, akgl/registry.h, akgl/sprite.h, akgl/tilemap.h
jrpg.c <string.h>, akstdlib.h, SDL3_ttf/SDL_ttf.h, akgl/controller.h, akgl/error.h, akgl/game.h, akgl/iterator.h, akgl/physics.h, akgl/registry.h, akgl/renderer.h, akgl/text.h, akgl/tilemap.h
textbox.c listed in step 10

akgl/collision.h and akgl/actor.h come in through jrpg.h, so nothing needs to include them twice. libakgl's headers are self-contained: including the one that declares what you are calling is always enough.

The header itself needs:

#include <stdbool.h>
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/actor.h>
#include <akgl/collision.h>
#include <akgl/types.h>

Then the collision world and the twelve functions the four .c files share:

extern akgl_CollisionWorld jrpg_collision;
akerr_ErrorContext AKERR_NOIGNORE *jrpg_world_load(void);
akerr_ErrorContext AKERR_NOIGNORE *jrpg_world_populate(void);
akerr_ErrorContext AKERR_NOIGNORE *jrpg_camera_follow(void);
akerr_ErrorContext AKERR_NOIGNORE *jrpg_actor_logic_walk(akgl_Actor *obj, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *jrpg_follower_render(akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *jrpg_cmhf_talk(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *jrpg_cmhf_ignore(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *jrpg_textbox_open(char *text);
/** @brief Dismiss the text box. */
void jrpg_textbox_close(void);
/** @brief True while a line of dialogue is on screen. */
bool jrpg_textbox_showing(void);
akerr_ErrorContext AKERR_NOIGNORE *jrpg_textbox_draw(void);

Which file defines what, and which step writes it:

Function Defined in Step
jrpg_world_load world.c 3, 5, 7
jrpg_world_populate world.c 6, 7, 8, 9
jrpg_actor_logic_walk world.c 12
jrpg_follower_render world.c 9
jrpg_camera_follow world.c 13
jrpg_cmhf_talk, jrpg_cmhf_ignore world.c 11
jrpg_textbox_open, _close, _showing, _draw textbox.c 10

Two more constants the chapters below use:

#define JRPG_FONT_NAME          "jrpg"
#define JRPG_FONT_SIZE          12
#define JRPG_TEXTBOX_MAX_TEXT   256
#define JRPG_FOLLOWER_NAME      "companion"

2. Start up and load the town

The sequence is chapter 20's. Name the game, initialize, set the properties, then the renderer, then the physics backend:

    PASS(errctx, akgl_game_init());
    akgl_game.lowfpsfunc = &lowfps_quiet;

    PASS(errctx, akgl_set_property("game.screenwidth", JRPG_SCREEN_WIDTH));
    PASS(errctx, akgl_set_property("game.screenheight", JRPG_SCREEN_HEIGHT));
    PASS(errctx, akgl_render_2d_init(akgl_renderer));
    PASS(errctx, akgl_physics_init_arcade(akgl_physics));

The arcade backend with no gravity is exactly what a top-down game wants, and zero gravity is what the property defaults already give.

Then one new call — load the font:

    PASS(errctx, akgl_text_loadfont(JRPG_FONT_NAME, JRPG_FONT_FILE, JRPG_FONT_SIZE));

A font is registered under a name and a size. The size is baked into the handle, so 12pt and 24pt of the same file are two registrations. JRPG_FONT_NAME is the key the text box looks it up under in step 10.

lowfps_quiet is the do-nothing frame-rate hook chapter 20 explains — a static void lowfps_quiet(void) { } in jrpg.c.

Then the world, in two functions — everything the assets need, then everything the actors need:

    PASS(errctx, jrpg_world_load());
    PASS(errctx, jrpg_world_populate());

3. Describe four-way art

Twenty-four sprites: three characters × two motions × four facings. Rather than a list of twenty-four file names, make the names a product of three tables — the naming convention is the data:

static char *CAST[] = {
    "player",       /*      jrpg_player          jrpg_player_*      */
    "elder",        /*      jrpg_elder           jrpg_elder_*       */
    "shopkeeper"    /*      jrpg_shopkeeper      jrpg_shopkeeper_*  */
};

static char *MOTIONS[] = { "idle", "walk" };
static char *FACINGS[] = { "up", "down", "left", "right" };

Then one nested loop loads them all:

    for ( c = 0; c < CAST_COUNT; c++ ) {
	for ( m = 0; m < MOTION_COUNT; m++ ) {
	    for ( f = 0; f < FACING_COUNT; f++ ) {
		PASS(errctx, sprite_load(CAST[c], MOTIONS[m], FACINGS[f]));
	    }
	}
    }

The helper builds the path from the three components:

static akerr_ErrorContext *sprite_load(char *cast, char *motion, char *facing)
{
    PREPARE_ERROR(errctx);
    char path[PATH_MAX];
    int written = 0;

    FAIL_ZERO_RETURN(errctx, cast, AKERR_NULLPOINTER, "cast");
    FAIL_ZERO_RETURN(errctx, motion, AKERR_NULLPOINTER, "motion");
    FAIL_ZERO_RETURN(errctx, facing, AKERR_NULLPOINTER, "facing");
	 aksl_snprintf(
	     &written,
	     path,
	     sizeof(path),
	     "%s/sprite_jrpg_%s_%s_%s.json",
	     JRPG_ASSET_DIR,
	     cast,
	     motion,
	     facing
	     ));
    PASS(errctx, akgl_sprite_load_json(path));
    SUCCEED_RETURN(errctx);
}

character_load is the same shape against a different file name and a different loader:

static akerr_ErrorContext *character_load(char *cast)
{
    PREPARE_ERROR(errctx);
    char path[PATH_MAX];
    int written = 0;

    FAIL_ZERO_RETURN(errctx, cast, AKERR_NULLPOINTER, "cast");
    PASS(errctx,
	 aksl_snprintf(
	     &written,
	     path,
	     sizeof(path),
	     "%s/character_jrpg_%s.json",
	     JRPG_ASSET_DIR,
	     cast
	     ));
    PASS(errctx, akgl_character_load_json(path));
    SUCCEED_RETURN(errctx);
}

PATH_MAX comes from <limits.h>. The counts come from the tables:

#define CAST_COUNT      (sizeof(CAST) / sizeof(CAST[0]))
#define MOTION_COUNT    (sizeof(MOTIONS) / sizeof(MOTIONS[0]))
#define FACING_COUNT    (sizeof(FACINGS) / sizeof(FACINGS[0]))

A missing combination now shows up as a load failure naming the exact file, rather than as art that silently never appears.

Each sprite file is the format chapter 20 covers. A walk cycle:

{
    "spritesheet": {
	"filename": "player.png",
	"frame_width": 32,
	"frame_height": 32
    },
    "name": "jrpg_player_walk_down",
    "width": 32,
    "height": 32,
    "speed": 150,
    "loop": true,
    "loopReverse": false,
    "frames": [
	0,
	1,
	0,
	2
    ]
}

All eight of a character's sprites name the same PNG. The spritesheet registry is keyed on the file path, so the image is decoded and uploaded once.


4. Bind eight states per character

A four-way character needs eight mappings — an idle and a walking sprite for each facing:

{
    "name": "jrpg_player",
    "speedtime": 150,
    "speed_x": 60.0,
    "speed_y": 60.0,
    "acceleration_x": 400.0,
    "acceleration_y": 400.0,
    "sprite_mappings": [
	{
	    "state": [
		"AKGL_ACTOR_STATE_ALIVE",
		"AKGL_ACTOR_STATE_FACE_DOWN"
	    ],
	    "sprite": "jrpg_player_idle_down"
	},
	{
	    "state": [
		"AKGL_ACTOR_STATE_ALIVE",
		"AKGL_ACTOR_STATE_FACE_DOWN",
		"AKGL_ACTOR_STATE_MOVING_DOWN"
	    ],
	    "sprite": "jrpg_player_walk_down"
	}
    ]
}

Repeat that pair for UP, LEFT and RIGHT. speed_y is a real speed here — 60 px/s, the same as speed_x, so diagonal movement is not faster than straight movement.

Load the characters after the sprites:

    for ( c = 0; c < CAST_COUNT; c++ ) {
	PASS(errctx, character_load(CAST[c]));
    }

The NPC characters are the same eight mappings against their own art. They never walk, but giving them the walking sprites costs nothing and means an NPC that starts moving later already works.


5. Draw the town

Set the map up as chapter 20 describes — orthogonal, CSV layer format, 16×16 tiles — at 30 × 20 tiles, with three layers:

Layer Type What it is
ground Tile layer Grass, paths, water. Drawn, never solid
decoration Tile layer Buildings, trees, lamp posts
actors Object layer The player and the townsfolk

Mark decoration with a collidable boolean custom property, exactly as in chapter 20:

   "properties": [
    {
     "name": "collidable",
     "type": "bool",
     "value": true
    }
   ]

Zero gravity

On the map itself, three properties:

Property Type Value
physics.model string arcade
physics.gravity.x float 0.0
physics.gravity.y float 0.0

Set both axes explicitly rather than leaving them out. A map that states its physics is a map you can read.

The actors

Place a rectangle for the player and one for each townsperson. Each needs a Name, a Type of actor, and two custom properties:

     "height": 32,
     "id": 1,
     "name": "player",
     "properties": [
      {
       "name": "character",
       "type": "string",
       "value": "jrpg_player"
      },
      {
       "name": "state",
       "type": "int",
       "value": 17
      }
     ],
     "rotation": 0,
     "type": "actor",
     "visible": true,
     "width": 32,
     "x": 224,
     "y": 256

17 is AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_DOWN — 16 plus 1. Facing down is the convention for a character standing still and looking at the player.

Loading it

Sprites, then characters, then the map:

	 aksl_snprintf(&written, path, sizeof(path), "%s/town.tmj", JRPG_ASSET_DIR));
    PASS(errctx, akgl_tilemap_load(path, akgl_gamemap));

Then switch to the physics the map declared:

    if ( akgl_gamemap->use_own_physics ) {
	akgl_physics = &akgl_gamemap->physics;
    }

6. Keep the NPCs visible

Add this loop right after the map loads:

    for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
	if ( akgl_heap_actors[i].refcount == 0 ) {
	    continue;
	}
	akgl_heap_actors[i].movement_controls_face = false;
    }

akgl_actor_initialize sets movement_controls_face, and the default facing logic it installs clears every facing bit and then sets the one matching a movement bit. An NPC has no movement bits, so on the first frame its state falls from ALIVE|FACE_DOWN (17) to ALIVE (16) — a combination no character maps a sprite to. An actor with no sprite for its state is skipped rather than reported, so every NPC in the town disappears on frame one, silently, and so does the player as soon as they stop walking.

Clearing the field leaves the facing bits wherever they were last set, which is what a top-down game wants. TODO.md tracks making the default behave; until then this loop belongs in every game with a standing NPC in it.

The loop covers the player as well as the NPCs, which is what you want — a player who stops walking would disappear for the same reason. Chapter 20 sets the same field on one actor because that game only has one that stands still.

akgl_heap_actors is the actor pool, and walking it directly is the supported way to touch every live actor. A slot with refcount == 0 is free.

Run now. The town draws, the player and the townsfolk are visible, and nothing moves.


7. Wall the town in

Buildings are solid tiles, and they are already handled — the collidable property in step 5 did it. Turn collision on:

    PASS(errctx, akgl_collision_world_init(&jrpg_collision, NULL, 16.0f, 16.0f));
    PASS(errctx, akgl_collision_bind_tilemap(&jrpg_collision, akgl_gamemap));
    PASS(errctx, wall_off_the_edges());
    akgl_physics->collision = &jrpg_collision;

Give the player a footprint rather than a full-frame box. A character stands on the bottom third of their sprite, and that is the part that has to fit through a doorway — testing the whole frame would make every corridor two tiles wide:

    body = (SDL_FRect){ FEET_X, FEET_TOP, FEET_W, FEET_H };
    PASS(errctx, akgl_collision_shape_box(&player->shape, &body, 0.0f));
    player->shape_override = true;
#define FEET_X          6.0f
#define FEET_W          20.0f
#define FEET_TOP        20.0f
#define FEET_H          10.0f

Only the player gets a shape. The NPCs stand still and are spoken to, not walked into; shapes on them would make the town a pinball table. The follower is a child snapped to its parent every step, so a shape on it would fight the snap rather than stop anything.

The edge of the world

The map's edge is not on any layer, and nothing else stops an actor walking off it. Four static collision proxies do the job — one per side. A long thin box costs one pool slot whatever its length, which is what proxies are for.

Keep the proxies and the shapes they were built from in file-scope arrays, because both have to outlive the function that made them:

static akgl_CollisionProxy *jrpg_edges[4];
static akgl_CollisionShape jrpg_edge_shapes[4];

Work the four rectangles out from the map's own size:

    ow = (float32_t)(akgl_gamemap->width * akgl_gamemap->tilewidth) + (2.0f * EDGE_OVERHANG);
    oh = (float32_t)(akgl_gamemap->height * akgl_gamemap->tileheight) + (2.0f * EDGE_OVERHANG);
    tw = (float32_t)akgl_gamemap->tilewidth + EDGE_OVERHANG;
    th = (float32_t)akgl_gamemap->tileheight + EDGE_OVERHANG;

    /*                              x                 y                 w    h  */
    sides[0] = (SDL_FRect){ -EDGE_OVERHANG,   -EDGE_OVERHANG,           tw,  oh };   /* west  */
    sides[1] = (SDL_FRect){ (ow - tw - EDGE_OVERHANG), -EDGE_OVERHANG,  tw,  oh };   /* east  */
    sides[2] = (SDL_FRect){ -EDGE_OVERHANG,   -EDGE_OVERHANG,           ow,  th };   /* north */
    sides[3] = (SDL_FRect){ -EDGE_OVERHANG,   (oh - th - EDGE_OVERHANG), ow, th };   /* south */

Then register each one, in a loop over the four:

	PASS(errctx, akgl_heap_next_collision_proxy(&jrpg_edges[i]));
	PASS(errctx, akgl_collision_shape_box(&jrpg_edge_shapes[i], &sides[i], 0.0f));
	jrpg_edge_shapes[i].layermask = AKGL_COLLISION_LAYER_STATIC;
	jrpg_edge_shapes[i].collidemask = AKGL_COLLISION_LAYER_NONE;
	jrpg_edge_shapes[i].flags |= AKGL_COLLISION_FLAG_STATIC;
	PASS(errctx, akgl_collision_proxy_initialize(jrpg_edges[i], NULL, &jrpg_edge_shapes[i],
						     0.0f, 0.0f, 0.0f));
	PASS(errctx, jrpg_collision.partitioner.insert(&jrpg_collision.partitioner, jrpg_edges[i]));

Three details in those lines:

  • Set layermask by hand. akgl_collision_shape_box defaults a shape to AKGL_COLLISION_LAYER_ACTOR, which is right for an actor and wrong for scenery. An actor responds to AKGL_COLLISION_LAYER_STATIC and nothing else, so a wall left on the default layer is a wall everything walks through.
  • Clear collidemask. The wall is not asking to be pushed out of anything.
  • Keep the acquire and the initialize adjacent, with nothing between them. akgl_heap_next_collision_proxy finds a free slot and does not claim it; the initialize takes the reference. Between the two lines a second acquire returns the same pointer. Chapter 5 explains why the pools work that way.

The walls cover the map's outer ring of cells and extend a tile beyond it:

#define EDGE_OVERHANG   16.0f

The overhang is what stops an actor arriving fast enough from being resolved out the far side of a wall exactly one tile thick.


8. Walk in four directions

The arrow keys and the D-pad, wired to the library's own handlers, in one call:

    PASS(errctx, akgl_controller_default(0, "player", 0, 0));

The arguments are the control map id, the actor's registry name, the keyboard id and the gamepad id. 0 for both devices means "the first of each", which is what a one-player game wants.

That is all four-way movement needs. akgl_controller_default binds all eight akgl_actor_cmhf_* handlers — up, down, left, right, on and off — and those set the movement and facing bits your character mappings key on. A sidescroller replaces the _off handlers to get friction; a top-down game does not, because stopping dead when you release a direction is exactly right here.

Run now. The arrow keys walk the player in four directions with the right animation for each, and buildings and the map's edge stop them.

The player itself comes out of the registry, under the name its Tiled object carried:

    player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
    FAIL_ZERO_RETURN(
	errctx,
	player,
	AKGL_ERR_REGISTRY,
	"town.tmj spawned no actor named \"player\""
	);
    player->movementlogicfunc = &jrpg_actor_logic_walk;

That lookup and everything after it lives in jrpg_world_populate, which runs after jrpg_world_load has loaded the map. Step 12 is what goes in the hook.


9. Follow the player

A party member is an ordinary actor made a child of the player. Nothing in the map creates it:

    PASS(errctx, akgl_heap_next_actor(&follower));
    PASS(errctx, akgl_actor_initialize(follower, JRPG_FOLLOWER_NAME));
    PASS(errctx, akgl_actor_set_character(follower, "jrpg_elder"));
    follower->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_DOWN);
    follower->movement_controls_face = false;
    follower->visible = true;
    follower->layer = player->layer;
    follower->renderfunc = &jrpg_follower_render;
    PASS(errctx, player->addchild(player, follower));

akgl_heap_next_actor takes a free slot from the pool; akgl_actor_initialize claims it and gives it a name. Write those two adjacent, with nothing between them — the slot is not yours until the initialize.

addchild is one of the actor's seven behaviour hooks, not a library function, which is why it is called through the actor and takes it as the first argument: player->addchild(player, follower) reads as "player, add this child". Every hook works that way, so a game can replace one on a single actor — chapter 20 replaces updatefunc and movementlogicfunc the same way.

The follower borrows an existing character. An actor is an instance; a character is a template. That is what splitting them is for.

Where a child stands

A child's velocity fields are read as a fixed offset from its parent, not as a velocity. The physics step snaps a child to parent->x + vx and never simulates it:

    follower->vx = FOLLOWER_OFFSET_X;
    follower->vy = FOLLOWER_OFFSET_Y;

Set them after addchild. That call is what makes them mean an offset.

Drawing a child

Give the follower a renderfunc that detaches the parent for the duration of the draw:

    parent = obj->parent;
    obj->parent = NULL;
    ATTEMPT {
	CATCH(errctx, akgl_actor_render(obj));
    } CLEANUP {
	obj->parent = parent;
    } PROCESS(errctx) {
    } FINISH(errctx, true);

The physics step writes a child's x and y as an absolute world position, and akgl_actor_render adds the parent's position to it a second time. Detaching takes the branch that does not add it, and CLEANUP puts the parent back on every path including the failing one — an actor left with a NULL parent would be simulated as a free agent on the next step. This is TODO.md, "Known and still open"; when the two agree on one reading, this hook becomes akgl_actor_render again.

Run now. A second character walks a fixed distance behind and below the player.


10. Put text on screen

Text in libakgl is immediate mode: each call rasterizes the string, uploads it, blits it and destroys the texture. That is the wrong shape for a page of prose redrawn sixty times a second and exactly right for one line of dialogue.

textbox.c needs these includes:

#include <stdbool.h>

#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akerror.h>
#include <akstdlib.h>

#include <akgl/draw.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/registry.h>
#include <akgl/text.h>

The colours are SDL_Color, which is four bytes of RGBA:

/*
 *  Colour                                  R     G     B     A
 */
static const SDL_Color TEXTBOX_FILL = {    24,   20,   37,  235 };
static const SDL_Color TEXTBOX_EDGE = {   240,  236,  214,  255 };
static const SDL_Color TEXTBOX_INK  = {   240,  236,  214,  255 };

An alpha of 235 on the fill lets the world show faintly through the panel.

#define TEXTBOX_MARGIN  8.0f
#define TEXTBOX_HEIGHT  56.0f
#define TEXTBOX_PADDING 8.0f

Keep the state in two file-scope variables:

static char textbox_text[JRPG_TEXTBOX_MAX_TEXT];
static bool textbox_visible = false;

jrpg_textbox_showing returns textbox_visible and jrpg_textbox_close sets it to false. Both are two-line functions returning bool and void — they cannot fail, so they do not return an error context.

Opening the box copies the line in:

	 aksl_strncpy(
	     textbox_text,
	     sizeof(textbox_text),
	     text,
	     sizeof(textbox_text) - 1
	     ));
    textbox_visible = true;

aksl_strncpy rather than strncpy: this is a fixed-width field, and strncpy at exactly the field width leaves it unterminated. Bounding at one less truncates an over-long line rather than refusing it.

Drawing the panel

Fetch the font from the registry, size a panel from the camera, and draw three things — a filled rectangle, an outline, and the text:

    TTF_Font *font = NULL;
    SDL_FRect panel;
    font = SDL_GetPointerProperty(AKGL_REGISTRY_FONT, JRPG_FONT_NAME, NULL);
    FAIL_ZERO_RETURN(
	errctx,
	font,
	AKGL_ERR_REGISTRY,
	"No font registered as \"%s\"",
	JRPG_FONT_NAME
	);

A font is an SDL_ttf TTF_Font *. libakgl does not wrap it in a type of its own — the registry hands you SDL_ttf's handle.

    panel.x = TEXTBOX_MARGIN;
    panel.w = akgl_camera->w - (2.0f * TEXTBOX_MARGIN);
    panel.h = TEXTBOX_HEIGHT;
    panel.y = akgl_camera->h - TEXTBOX_MARGIN - panel.h;

    PASS(errctx, akgl_draw_filled_rect(akgl_renderer, &panel, TEXTBOX_FILL));
    PASS(errctx, akgl_draw_rect(akgl_renderer, &panel, TEXTBOX_EDGE));
	 akgl_text_rendertextat(
	     font,
	     textbox_text,
	     TEXTBOX_INK,
	     (int)(panel.w - (2.0f * TEXTBOX_PADDING)),
	     (int)(panel.x + TEXTBOX_PADDING),
	     (int)(panel.y + TEXTBOX_PADDING)
	     ));

The fourth argument is a wrap width in pixels; the last two are the top-left corner. These are screen coordinates, not map coordinates, which is why the panel is sized from the camera's w and h.

Fetch the font every frame rather than caching the pointer. Fonts live in a registry under a name with no reference counting, so whoever calls akgl_text_unloadfont invalidates every pointer anybody else is holding.

Guard against the empty string:

    if ( textbox_text[0] == '\0' ) {
	SUCCEED_RETURN(errctx);
    }

akgl_text_rendertextat refuses a zero-width string while akgl_text_measure accepts one. The disagreement is recorded in TODO.md under "Known and still open"; the check above is the guard until it is settled.

Drawing it over the world

The panel is drawn after akgl_game_update, so it lands on top of everything:

    PASS(errctx, akgl_game_update(&opflags));
    PASS(errctx, jrpg_textbox_draw());

akgl_game_update does not clear or present, so anything you draw between it and frame_end is on top of the world.

Nothing opens the box yet, so there is nothing to see until step 11.


11. Talk to somebody

Keep the dialogue in a table beside the actor names the map gave them. The row type is your own:

typedef struct {
    char *actor;    /**< Registry key, which is the `name` of the map object that spawned them. */
    char *line;     /**< What they say. */
} jrpg_Townsfolk;
static jrpg_Townsfolk TOWNSFOLK[] = {
    { "elder",      "ELDER: The old road north is closed. Nothing to be done about it,\nand nothing beyond it worth the walk." },
    { "shopkeeper", "SHOPKEEPER: Nothing in stock but tiles and good intentions.\nCome back when I have inventory." }
};

\n in a line is a real line break — akgl_text_rendertextat honours it.

The handler does three things: close the box if it is open, otherwise find a townsperson in range, otherwise do nothing.

    if ( jrpg_textbox_showing() ) {
	jrpg_textbox_close();
	SUCCEED_RETURN(errctx);
    }
    for ( i = 0; i < TOWNSFOLK_COUNT; i++ ) {
	npc = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, TOWNSFOLK[i].actor, NULL);
	if ( npc == NULL ) {
	    continue;
	}
	dx = npc->x - obj->x;
	dy = npc->y - obj->y;
	if ( sqrtf((dx * dx) + (dy * dy)) > TALK_RANGE ) {
	    continue;
	}
	PASS(errctx, jrpg_textbox_open(TOWNSFOLK[i].line));
	SUCCEED_RETURN(errctx);
    }
#define TALK_RANGE      64.0f
#define TOWNSFOLK_COUNT (sizeof(TOWNSFOLK) / sizeof(TOWNSFOLK[0]))

Look the NPC up by name every time rather than caching the pointer. An actor that has been released is out of the registry, so the lookup returns NULL and the loop skips it — a cached pointer would be stale.

Binding the key

akgl_controller_default used control map 0; push one more binding onto the same map:

    PASS(errctx, aksl_memset((void *)&talk, 0x00, sizeof(talk)));
    talk.event_on = SDL_EVENT_KEY_DOWN;
    talk.event_off = SDL_EVENT_KEY_UP;
    talk.key = SDLK_SPACE;
    talk.button = (uint8_t)SDL_GAMEPAD_BUTTON_INVALID;
    talk.handler_on = &jrpg_cmhf_talk;
    talk.handler_off = &jrpg_cmhf_ignore;
    PASS(errctx, akgl_controller_pushmap(0, &talk));

Three things to get right, all of them cheap:

  • Zero the struct first. A binding is a struct copied into the map, so a stack local is fine — but an uninitialized field is a match against garbage.
  • handler_off must be non-NULL. akgl_controller_handle_event calls it without checking. jrpg_cmhf_ignore is a handler that does nothing, which is what you want on the release of a key whose press is the whole action.
  • Set button to SDL_GAMEPAD_BUTTON_INVALID. The keyboard and gamepad arms of the match are evaluated together, and 0 is a real button. Recorded in TODO.md; until it is settled, name a button no gamepad reports.

Run now. Standing near the elder and pressing Space opens their line; pressing it again dismisses the box. The player can still walk while it is open — step 12 fixes that.


12. Freeze the world

While a conversation is open, nothing should move. Put the check at the top of the player's movementlogicfunc:

    if ( jrpg_textbox_showing() ) {
	obj->tx = 0.0f;
	obj->ty = 0.0f;
	AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_ALL);
	FAIL_RETURN(
	    errctx,
	    AKGL_ERR_LOGICINTERRUPT,
	    "%s does not move while a conversation is open",
	    (char *)obj->name
	    );
    }

AKGL_ERR_LOGICINTERRUPT is the one status in libakgl that is not a failure. Raised from a movementlogicfunc it means "skip the rest of this tick for this actor": the physics step catches it, so gravity, drag, the velocity recompute, the move and collision are all skipped, and the frame carries on to the next actor.

Two things happen before the raise, and both matter:

  • Zero the thrust. By the time this hook runs, this step's thrust has already been integrated. Leaving it would let it accumulate while frozen and lurch on the first step after the box closes.
  • Clear the movement bits. Otherwise the walk animation marches on the spot. The cost is that a direction held across the close has to be pressed again.

Only a movementlogicfunc may raise it. Raised from a backend's gravity or move it aborts the whole physics step, leaving every remaining actor unsimulated.

If the box is not showing, the default logic runs as usual:

    PASS(errctx, akgl_actor_logic_movement(obj, dt));

Run now. Opening a conversation stops the player where they stand, and the arrow keys do nothing until the box is dismissed.


13. Follow with the camera, and tear down

The camera centres on the player and clamps to the map on both axes — the sidescroller only had to do one:

    akgl_camera->x = (player->x + 16.0f) - (akgl_camera->w / 2.0f);
    akgl_camera->y = (player->y + 16.0f) - (akgl_camera->h / 2.0f);

    if ( akgl_camera->x < 0.0f ) {
	akgl_camera->x = 0.0f;
    }
    if ( akgl_camera->y < 0.0f ) {
	akgl_camera->y = 0.0f;
    }
    if ( akgl_camera->x > (mapw - akgl_camera->w) ) {
	akgl_camera->x = mapw - akgl_camera->w;
    }
    if ( akgl_camera->y > (maph - akgl_camera->h) ) {
	akgl_camera->y = maph - akgl_camera->h;
    }

The + 16.0f centres on the middle of a 32-pixel sprite rather than its top-left corner.

The frame

The loop is chapter 20's, with two additions. Drain the events first:

    while ( SDL_PollEvent(&event) ) {
	if ( event.type == SDL_EVENT_QUIT ) {
	    running = false;
	}
	PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &event));
    }

Then the camera, the world, and the panel on top of it:

    PASS(errctx, jrpg_camera_follow());

    PASS(errctx, akgl_renderer->frame_start(akgl_renderer));

This game passes an iterator to akgl_game_update rather than NULL:

    akgl_Iterator opflags = {
	.flags = AKGL_ITERATOR_OP_UPDATE,
	.layerid = 0
    };

AKGL_ITERATOR_OP_UPDATE asks for the update pass. Chapter 7 covers the other flags.

Teardown

    IGNORE(akgl_text_unloadallfonts());
    if ( akgl_window != NULL ) {
	SDL_DestroyWindow(akgl_window);
	akgl_window = NULL;
    }
    SDL_Quit();

akgl_text_unloadallfonts must run before SDL_Quit. Fonts live in an SDL property registry and SDL_Quit destroys it, taking the last reference to every font with no way left to close them.

akgl_tilemap_release is not called. It double-frees tileset textures, which is TODO.md "Known and still open" item 2; SDL_Quit reclaims them correctly. A game that loads a second level has to unwind properly, and that is what the fix will make possible.

The pools are static storage and the process is exiting, so there is nothing else to free.


Build it and run it

cmake -S . -B build -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build --parallel
./build/examples/jrpg/jrpg
Control Keyboard Gamepad
Walk ← → ↑ ↓ D-pad
Talk / dismiss Space
Quit Close the window

Stand next to the elder or the shopkeeper and press Space.

To run it without a display:

SDL_VIDEODRIVER=dummy SDL_RENDER_DRIVER=software SDL_AUDIODRIVER=dummy \
  ./build/examples/jrpg/jrpg --frames 320 --demo

--demo drives a scripted walk: right, then north past the buildings, then Space to open the elder's line, an arrow key that the freeze eats, Space to dismiss, and a walk away. It prints where the player finished:

jrpg: 320 frames, player at (280, 130)

Where to look next

  • Chapter 20 — the same shape of program with gravity, a jump and platforms.
  • Chapter 15 — the masks, the four queries and the static-proxy path this chapter used for the town walls.
  • Chapter 17 — measuring text, and the teardown ordering trap.
  • Chapter 12 — parents, children, and the seven behaviour hooks.
  • Chapter 7 — the iterator flags, and what akgl_game_update does in what order.