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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
..
2026-08-02 08:51:39 -04:00

The libakgl manual

libakgl is a C library for building 2D games on SDL3. It is not an engine: there is no editor, no scripting layer, no inheritance and no runtime malloc. Behaviour attaches to a struct as function pointers, objects come from fixed pools, and every call reports failure through an error context you cannot silently ignore.

This manual teaches the library. It deliberately does not re-document its dependencies — libakerror owns the error-handling protocol, SDL3 owns renderers and events, Tiled owns the map format, jansson owns the JSON API. Each chapter says what libakgl adds or constrains, shows what a caller actually writes, and links out for the rest. For per-function reference, build the Doxygen output with doxygen Doxyfile.

1. Introduction What libakgl is, what it refuses to be, the frame budget, and who owns which documentation
2. Design philosophy Bounded pools, pluggable backends, bit flags, name-based registries, one world at a time
3. Getting started Dependencies, add_subdirectory vs akgl.pc, and the smallest program that opens a window
4. Errors and status codes The status tables, what each code means here, and the traps that fail silently
5. The heap The eight pools, akgl_heap_next_*, akgl_String, and why exhaustion usually means a missing release
6. The registry The eight registries, configuration properties, and the id-0 silent no-op
7. The game and the frame Startup order, akgl_game_update, the state lock, iterators, savegames
8. Rendering The backend vtable, the frame contract, cameras, and embedding a host's own SDL_Renderer
9. Drawing Points, lines, rectangles, circles, flood fill, and saving a region
10. Spritesheets and sprites One texture shared by path, the sprite JSON format, frame animation
11. Characters State-to-sprite mappings, movement constants, the character JSON format
12. Actors The state bitmask, the seven behaviour hooks, parents and children, layers
13. Tilemaps Tiled TMJ, libakgl's three extensions, and the limits that bind a map
14. Physics Thrust, environment and velocity; the null and arcade backends; what is not implemented
15. Collision Shapes, masks, tiles as geometry, the response hook, and the two partitioners
16. Input Control maps, push-not-poll dispatch, the keystroke ring, gamepads
17. Text and fonts Loading, drawing, measuring, and the teardown order that matters
18. Audio The three-voice synthesizer, and the separate background-music path
19. Utilities Rectangle overlap, path resolution, the JSON accessors, static strings
20. Tutorial: a 2D sidescroller Thirteen steps from an empty directory to a game with gravity, a jump, coins and hazards. Start here
21. Tutorial: a top-down JRPG Thirteen more, for four-way movement, NPCs, a text box, a follower, and freezing the world
22. Appendix Every limit, every status, every configuration property

If you are new, read chapter 20 first and read it in order. It builds a working game from an empty directory and teaches the library as it needs each piece; chapter 21 assumes it. Both are complete programs under examples/ — they build with the library and run headless in CI, and the chapters quote them rather than restating them, so a tutorial cannot drift from a program that compiles. The picture at the top of each chapter is a frame out of the game itself, regenerated by cmake --build build --target docs_game_figures.

Every example here is checked

The examples in these chapters are compiled, linked, run, and cross-checked against the source tree by the test suite. A snippet that stops compiling, an excerpt that no longer matches the header it quotes, or a JSON document the loader would reject turns ctest -R docs_examples red.

This exists because the documentation it replaces had drifted badly: the previous FAQ's examples did not compile — two unbalanced PASS() calls, a sprite->frameids = [0, 1, 2, 3]; that is not C in any dialect, and, in the first snippet a reader ever saw, the exact strncpy call AGENTS.md forbids. The prose had drifted with it, and writing these chapters turned up twenty-seven header claims that were false against src/.

Where a chapter documents behaviour that is a known defect rather than a design decision, it says so and points at TODO.md. See MAINTENANCE.md if you are editing an example.

Assets

The tutorial art, tiles and music are CC0, vendored under tutorials/assets/ with provenance recorded per file in PROVENANCE.md and geometry documented in README.md. CC0 specifically, not merely free: a reader who copies a tutorial into their own game inherits no obligation.