; updates the special player actor
player_update:
- ld a, [player_direction_proc]
- xor a, 1
- ld [player_direction_proc], a
ld b, BTNUP
input_held
call actor_draw
ret
+ ; shoots the player's current weapon
+player_shoot:
+ ret
+
; combination of update and draw call
player_update_and_draw:
call player_draw
; advance if possible
player_next_scroll_y: .adv 1
-; either 0 or 1
-; if 0 up/down are handeled this frame
-; if 1 left/right are handeled
-; this is done because the player tends to be
-; colliding with most objects on screen and each direction
-; performs the checks
-player_direction_proc: .adv 1
+
; y/x sub pixel movement for player
player_sub_pixel_y: .adv 1
player_sub_pixel_x: .adv 1
+
+ ; current player weapon
+player_curr_weapon: .adv 1
+
player: .adv act_size
+; actor table should follow player!
actors: .adv act_size * ACTS_MAX
+
map_objs: .adv mo_size * MAP_OBJ_MAX
+
rectangles: .adv r_size * RECT_MAX
; temporary rectangle used for collision checks