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