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Behind the scenes of "Oh Shoot!" 

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AI: Scanning

I explained how the AI interacted with the playfield.  To do this I need to scan rectangular regions of playfield for obstacles.  That's what I want to discuss today.   Lets simplify the problem to only determining if a given tile in a playfield row is empty or solid.  PF0 is not used so any tile in there is empty.  My first "solution" was something like this: 1.  Convert ship horizontal position to a tile column (There are 0-39 playfield tiles or playfield columns). 2.  if (
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