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 (