# Downstroke Demo Games Design **Date:** 2026-04-05 **Status:** Approved **Scope:** `demo/` folder, 5 demo games, Makefile `make demos` target, CLAUDE.md update --- ## Goal Provide 5 small self-contained demo games in `demo/` that collectively exercise every engine system. Each demo compiles to its own executable (`bin/demo-*`). They replace the macroknight integration test for Milestone 8 and serve as living documentation of the engine API. --- ## File Layout ``` demo/ assets/ ← copied from macroknight/assets (not symlinked) monochrome-transparent.png ← tileset spritesheet monochrome_transparent.tsx ← tileset metadata (TSX) level-0.tmx ← level used by platformer, topdown, sandbox DejaVuSans.ttf ← font for audio demo text jump.wav ← sound effect (platformer jump, shmup shoot) theme.ogg ← music (audio demo) platformer.scm shmup.scm topdown.scm audio.scm sandbox.scm ``` **Omitted from copy:** `prefabs.scm`, `macroknight.tiled-project`, `macroknight.tiled-session` — macroknight-specific files not needed by any demo. --- ## Build ### Makefile additions ```makefile DEMO_NAMES := platformer shmup topdown audio sandbox DEMO_BINS := $(patsubst %,bin/demo-%,$(DEMO_NAMES)) demos: engine $(DEMO_BINS) bin/demo-%: demo/%.scm $(OBJECT_FILES) | bin csc demo/$*.scm $(OBJECT_FILES) -o bin/demo-$* -I bin ``` - `make` — builds engine modules only (unchanged) - `make demos` — builds all 5 demo executables; depends on engine being built first - Demos are compiled as programs (not units), linked against all engine `.o` files ### CLAUDE.md update Add to the Build & Test section: > `make demos` must always succeed. A demo that fails to compile is a build failure. Run `make && make demos` to verify both engine and demos build cleanly. --- ## Demo Code Pattern Every demo follows this ~30-line structure: ```scheme (import (prefix sdl2 "sdl2:") (prefix sdl2-ttf "ttf:") (prefix sdl2-image "img:") downstroke/engine downstroke/world downstroke/tilemap downstroke/renderer downstroke/input downstroke/physics downstroke/assets) (define *game* (make-game title: "Demo: " width: 600 height: 400 preload: (lambda (game) ...) ;; load tilemap, tileset texture, sounds create: (lambda (game) ...) ;; build scene, place entities update: (lambda (game dt) ...) ;; input dispatch, physics calls render: (lambda (game) ...))) ;; HUD overlay (optional) (game-run! *game*) ``` Tile IDs in entity plists are placeholder values — to be adjusted visually after first run. --- ## The 5 Demos ### 1. `demo/platformer.scm` — Platformer **Systems exercised:** `input`, `physics` (gravity + tile collision), `renderer` (tilemap + entities), `world`/scene, camera follow, audio (sound effect) **Mechanics:** - Player entity with gravity, left/right movement, jump - Tile collision via `apply-physics` from `physics.scm` - Camera follows player horizontally - Jump sound via macroknight's `sound.scm` (or direct SDL_mixer call) - Level: `demo/assets/level-0.tmx` - Tile IDs: placeholder (user adjusts) **Key entity plist:** ```scheme (list #:type 'player #:x 100 #:y 50 #:width 16 #:height 16 #:vx 0 #:vy 0 #:gravity? #t #:on-ground? #f #:tile-id 1) ``` **Update logic:** read input → set `#:vx` from left/right → jump sets `#:vy` → call physics step → update camera x to follow player x. --- ### 2. `demo/shmup.scm` — Shoot-em-up **Systems exercised:** `entity` (spawning/removal), entity-entity collision via `physics.scm`, `input`, `renderer`, `world`/scene (no tilemap) **Mechanics:** - Player ship at bottom, moves left/right - Space bar fires bullet upward (new entity added to scene) - Enemies spawn from top at random x positions every N frames, move downward - Bullet-enemy collision: both entities removed from scene - No tilemap — plain background (black/SDL clear) - No gravity on any entity - `jump.wav` plays on shoot **Key entity plists:** ```scheme ;; player (list #:type 'player #:x 280 #:y 360 #:width 16 #:height 16 #:vx 0 #:vy 0 #:tile-id 2) ;; bullet (list #:type 'bullet #:x px #:y 340 #:width 4 #:height 8 #:vx 0 #:vy -5 #:tile-id 3) ;; enemy (list #:type 'enemy #:x rx #:y 0 #:width 16 #:height 16 #:vx 0 #:vy 2 #:tile-id 4) ``` **Update logic:** move entities by vx/vy each frame → AABB collision check between bullets and enemies → filter dead entities from scene → spawn new enemy every 60 frames → read input for player movement and shoot. --- ### 3. `demo/topdown.scm` — Top-down explorer **Systems exercised:** `input` (8-directional), `renderer` (tilemap + entity), `world`/scene, camera follow (both axes), `physics` (no gravity) **Mechanics:** - Player entity moves in 8 directions (WASD or arrows) - No gravity (`#:gravity? #f`) - Camera follows player on both x and y axes - Level: `demo/assets/level-0.tmx` (same tilemap, different movement feel) - No audio **Update logic:** read input → set `#:vx` and `#:vy` from direction keys → apply tile collision (no gravity component) → update camera to center on player. --- ### 4. `demo/audio.scm` — Audio showcase **Systems exercised:** audio (sound effects + music), `renderer` (text via `draw-ui-text`), `input`, `assets` **Mechanics:** - Static screen with text instructions rendered via `draw-ui-text` - Press **J** → play `jump.wav` - Press **M** → toggle `theme.ogg` music on/off - Press **Escape** → quit - No tilemap, no physics, no moving entities - Uses `DejaVuSans.ttf` for text - Audio calls via macroknight's `sound.scm` functions (`load-sounds!`, `play-sound!`, `load-music!`, `play-music!`, `stop-music!`) — or direct SDL_mixer FFI if sound.scm is not available **Display:** colored rectangle background + text labels for each key binding. --- ### 5. `demo/sandbox.scm` — Physics sandbox **Systems exercised:** `physics` (gravity + tile collision + entity-entity collision), `renderer`, `world`/scene, no player input **Mechanics:** - 10 entities spawned at random x positions near the top of the screen - All have `#:gravity? #t` - Physics step runs each frame (gravity accelerates, tile collision stops them) - Entities rest on floor tiles or bounce (depending on physics.scm behavior) - No player — pure observation of physics pipeline - Level: `demo/assets/level-0.tmx` - After all entities settle (or after 10 seconds), loop: despawn all, respawn at new random positions --- ## Systems Coverage Matrix | System / Module | platformer | shmup | topdown | audio | sandbox | |---|---|---|---|---|---| | `engine` (make-game, game-run!) | ✓ | ✓ | ✓ | ✓ | ✓ | | `input` | ✓ | ✓ | ✓ | ✓ | — | | `physics` (gravity) | ✓ | — | — | — | ✓ | | `physics` (tile collision) | ✓ | — | ✓ | — | ✓ | | `physics` (entity collision) | — | ✓ | — | — | ✓ | | `renderer` (tilemap) | ✓ | — | ✓ | — | ✓ | | `renderer` (entities) | ✓ | ✓ | ✓ | — | ✓ | | `renderer` (text) | — | — | — | ✓ | — | | `world` / scene | ✓ | ✓ | ✓ | — | ✓ | | `assets` registry | ✓ | ✓ | ✓ | ✓ | ✓ | | audio (sound) | ✓ | ✓ | — | ✓ | — | | audio (music) | — | — | — | ✓ | — | | camera follow | ✓ (x) | — | ✓ (xy) | — | — | --- ## Out of Scope - Animation state machine (`animation.scm`) — not yet extracted to downstroke - AI (`ai.scm`) — not yet extracted - Prefab system — not yet extracted - Scene transitions — Milestone 9 - Asset-type-specific load helpers (`game-load-tilemap!` etc.) — Milestone 6