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PlayfieldStructure
This array contains the entire current game state. It contains one entry for each tile on the screen. Each tile can contain two objects: a foreground tile which can be any object (0-31), and a background tile which can only be a physical object (0-7).
FG = PF%(X) AND 31
BG = PF%(X) / 32
- `IF PF%(X)>31 THEN REM BACKGROUND EXISTS
The background object is meant to become the foreground object if the foreground becomes empty. Since text blocks behave as if they have the PUSH property, text blocks will never be in the background. This means the maximum possible value is 255, so we can store this as an array of bytes for compilation purposes. Also the save/load feature in the editor expects it to be bytes.
Objects 0 through 7 are the only physical objects. The rest are text.
The numbering system is kind of nonsensical, so I think I might revamp it before writing this.