Sprite state structure holding position, animation, and direction. More...
Public Attributes | |
| u16 | anim_delay |
| u16 | anim_frame |
| u8 | flipx |
| u16 | gfx_frame |
| u8 | state |
| s16 | x |
| s16 | y |
Sprite state structure holding position, animation, and direction.
Combines all per-sprite data into one struct. On the SNES, each OAM entry only stores position and tile number — animation state must be tracked separately in RAM and used to compute the correct tile each frame.
| u16 Monster::anim_delay |
Frame counter for animation timing (counts up to ANIM_DELAY)
| u16 Monster::anim_frame |
Current frame index within the walk cycle (0 to FRAMES_PER_ANIMATION-1)
| u8 Monster::flipx |
Horizontal flip flag: 1 = mirror sprite for left-facing
| u16 Monster::gfx_frame |
Current tile number to display in OAM
| u8 Monster::state |
Current direction (SpriteState enum value)
| s16 Monster::x |
| s16 Monster::y |
Screen position in pixels (signed for off-screen clamping)