## animations
-[ ] make table for each actor type where animations can be looked up
+[x] make table for each actor type where animations can be looked up
e.g. idle for each, walk left, walk right, walk up, walk down, attack etc
[ ] allow sub tile movement by setting up a rt_st_x and _y value in each actor
this value will then be inc/dec in special move left, right, up, down wait states
this value will be added to the rendered object in unit_draw
+
+## movement
+
+[ ] rework movement to be pixel instead of tile based
+[ ] each actor has 8 collision points that get checked every frame
+[ ] when a collision occured -> movement/2 and try again to get as close as possible until movement is 0
+[ ] up -> move forward -> left/right turn player tank controls