Centralized game state structure. More...
Public Attributes | |
| s16 | bg1_scroll_x |
| s16 | bg1_scroll_y |
| s16 | bg2_scroll_x |
| s16 | bg2_scroll_y |
| Entity | bullets [8] |
| Entity | enemies [8] |
| u8 | fire_cd |
| u16 | frame |
| s16 | player_x |
| s16 | player_y |
| u16 | prng |
| u16 | scroll_y |
Centralized game state structure.
Coordinates are s16 because the scroll thresholds subtract and compare them: a signed type keeps "left of the threshold" a plain <. (This comment used to claim that separate static u16 coordinates were miscompiled and that the struct was REQUIRED. That described a compiler of early 2026; examples/input/move_sprite moves a sprite from plain u16 locals and its luna manifest pins the motion to the pixel.)
| s16 GameState::bg1_scroll_x |
BG1 horizontal scroll offset
| s16 GameState::bg1_scroll_y |
BG1 vertical scroll offset
| s16 GameState::bg2_scroll_x |
BG2 horizontal scroll offset (parallax)
| s16 GameState::bg2_scroll_y |
BG2 vertical scroll offset
| Entity GameState::bullets[8] |
| Entity GameState::enemies[8] |
| u8 GameState::fire_cd |
| u16 GameState::frame |
| u16 GameState::prng |
| u16 GameState::scroll_y |