// Updates the sprite & the sprite animation
procedure UpdatePlayerSprite();
begin
	spritepos(spritex, spritey, @playerSprite);
	
	val := joystickup+joystickdown+joystickleft+joystickright;
	if val<>0 then
		val:=1;
	
	
	sprite1_counter:=sprite1_counter-val;

	if sprite1_counter>=200 then
		sprite1_counter := 31;

	// Animation hits at 0 and 10
	
	i:=sprite1_counter/4;
	k:=moveSprite[i];
	setspriteloc(@playerSprite, moveSprite[i], @spritebank);
	
	
end;

/*
Entity software collider: check closest sprite to x,y

*/
procedure findCollider(fc_x,fc_y:byte);
begin
	val := 255;
	j:=0;
	if no_entities<>0 then

	for i:=0 to no_entities do begin
		if entity_type[i]<>0 then
			begin
			tmp2 := abs(entity_curpos_x[i] - fc_x);
			tmp3 := abs(entity_curpos_y[i] - fc_y);
			
			tmp2:=tmp2/2 + tmp3/2;
			
			//tmp2 :=tmp2 + abs(entity_curpos_y[i] -fc_y);
			if tmp2<val then begin
				val:=tmp2;
				j:=i;
			end;
			
		end;
	end;
	// Winner in val, index in j
	
end;

/*
Reverse sprite position, check level data background color bit 3 for bg collision
	*/

procedure BackgroundCollideBullet();

procedure UpdateBullet();
begin
	val := getbit(SPRITE_BITMASK, @bulletSprite);
	//val:=1;
	//togglebit(SPRITE_BITMASK, 7, 1);
	if val=1 then
		begin
		tmp:=bullet_x;
		tmp:=tmp*2;
		
		bullet_x := bullet_x + bullet_dx;
		bullet_y := bullet_y + bullet_dy;
		
		spritepos(tmp, bullet_y, @bulletSprite);
		
		
		findCollider(bullet_x, bullet_y);
		if val<4 then begin
			pointToEntityData(j);
			togglebit(SPRITE_BITMASK, @bulletSprite, 0);
			HitEntity(j, bullet_dmg);
			return();
			
		end;
		
		BackgroundCollideBullet();
		if tmp2=1 then begin
			togglebit(SPRITE_BITMASK, @bulletSprite, 0);
		end;
		
		
	end;
	setSpriteLoc(7, @bullet_sprite_loc, @spritebank);
	
end;


procedure Shoot();
begin
	
	if (joystickbutton=1 and (bullet_count<>0 and bullet_wait=0)) then begin
		// Shoot!

		bullet_x := spritex/2;
		bullet_y := spritey;
		
		bullet_dy := prev_dy*2;
		bullet_dx := prev_dx;
		
		bullet_x := bullet_x + bullet_dx * 4;
		bullet_y := bullet_y + bullet_dy * 4;
		togglebit(SPRITE_BITMASK, @bulletSprite, 0);
		
		if (bullet_dy<>0 or bullet_dx<>0) then begin
			tmp:=bullet_x;
			tmp:=tmp*2;
			spritepos(tmp, bullet_y, @bulletSprite);
			togglebit(SPRITE_BITMASK, @bulletSprite, 1);
			PlaySound(SID_CHANNEL2,
			15,  // Volume
			15,  // Hi byte frequency
			0*16+0,  // Attack voice 1
			5*16 + 6,   // Sustain = 16*15 + release=6
			1 +SID_NOISE,  // Waveform
			SID_NOISE);  // waveform*/
			
			
			
			bullet_count:=bullet_count-1;
			
			
		end;
		bullet_wait := 30;
		joystick_pressed := 0;
		
	end;
	
	if bullet_wait<>0 then
		bullet_wait:=bullet_wait - 1;
	
	
end;



procedure BackgroundCollideBullet();
begin
	
/*	tmp:=bullet_x+3;
	i:=tmp/4-m_rl_startx;
	j:=(bullet_y-55)/8;
	i:=i-m_rl_starty;
	i:=i/2;
	j:=j/2;
	val := j*m_rl_width +i;
	//	val := val + i;
	val:=peek(zeropage4, val);
	tmp2:=getbit(val, 3);
*/

	k:=bullet_x - 10;
	i:=(k)/8;// -m_rl_startx;//-m_rl_startx;
	//	i:=i-m_rl_starty;
	j:=(bullet_y-53)/16;
	val := j*m_rl_width+i;
	tmp2:=1-getbit(zeropage4[val], 3);

	
end;



procedure BackgroundCollide();
begin
	
	tmp:=spritex - 12;
	tmp:=tmp +joystickright*8;
	tmp:=tmp - joystickleft*8;
	i:=(tmp)/16;// -m_rl_startx;//-m_rl_startx;
	//	i:=i-m_rl_starty;
	j:=(spritey-55);
	j:=j+joystickdown*8;
	j:=j-joystickup*8;
	j:=j/16;
	val := j*m_rl_width+i;
	tmp2:=getbit(zeropage4[val], 3);
	tmp2:=1-tmp2;
	//if joystickup=1 then 
//		k:=0-m
	//k:=(joystickup + joystickdown)*m_rl_width;
	

	
end;




procedure UpdatePlayer();
begin
	// Update joystick routines
	Joystick(2);
	
	//	if joystickbutton=1 then
		Shoot();
	
	// Hit
	//val:=getBit(SPRITE_COLLISION, @playerSprite);
	tmp2:=spritex/2;
	findCollider(tmp2, spritey);
	
	if val<@crashDistance offpage then begin
		pointToEntityData(j);
		player_health := player_health - zeropage5[@entity_damage];
		if (entity_type[j]>=18) then begin
			if currentScroll>=8 then begin
				InitGameWon();
				RasterIRQ(RasterGameWon(), 1, @usekernal);
				return();

			end;

		end;
@ifdef isDebug
		if (immortal=0) then begin

		if player_health >=200 then
			InitGameOver();
		end
		else begin // Immortal!
			if player_health >=200 then
				player_health:=10;
		end;
@endif
@ifndef isDebug
		if player_health >=200 then
			InitGameOver();

@endif		
		if player_health>=player_maxhealth then
			player_health := player_maxhealth;
		
		bullet_count := bullet_count + zeropage5[@entity_ammo];
		if bullet_count>=bullet_max then
			bullet_count:=bullet_max;
		HitEntity(j, 1);
		//		debug(25, 0, zeropage5[9]);
		PlaySound(SID_CHANNEL2,
		15,  // Volume
		25,  // Hi byte frequency
		0*16+0,  // Attack voice 1
		5*16 + 3,   // Sustain = 16*15 + release=6
		1 +SID_SAW,  // Waveform
		SID_NOISE);  // waveform
		
		
	end;
	//    asm(";test");
	
	// Default: don't redraw
	redraw:=0;
	
	// Move sprite
	
	//if joystick_pressed=0 then begin
		
		if (joystickright<>0 or joystickleft<>0) then begin
			prev_dx := joystickright - joystickleft;
			prev_dy := 0;
		end;
		
		if (joystickup<>0 or joystickdown<>0) then begin
			prev_dy := joystickdown - joystickup;
			prev_dx := 0;
		end;
		
		
		spritex:=spritex + joystickright*player_speed;
		spritex:=spritex - joystickleft*player_speed;
		spritey:=spritey + joystickdown*player_speed - joystickup*player_speed;
		//end;
		
		// Get sprite collision
		//tmp2 := getbit(SPRITE_BG_COLLISION, @playerSprite);
		
		
@ifdef isDebug		
		if (ignoreCollisions=0) then		
@endif
			BackgroundCollide();
		// If collision, abort abort
		if tmp2=1 then begin
			spritex:=spritex - joystickright*player_speed;
			spritex:=spritex + joystickleft*player_speed;
			spritey:=spritey - joystickdown*player_speed + joystickup*player_speed;
			
		end;
		
//		UpdatePlayerSprite();
		
		
		// Sprite border check, boring stuff, extract numbers to defines
		if spritex>=318 then begin
			if m_posx<>m_rl_sizex-1 then begin
				m_posx:=m_posx+1;
				spritex:=25;
				redraw:=1;
			end
			else
				spritex:=317;
		end;
		if spritex<24 then begin
			if m_posx<>0 then begin
				spritex:= 316;
				m_posx:=m_posx-1;
				redraw:=1;
			end
			else
				spritex:=25;
		end;
		
		if spritey<68 then begin
			if m_posy<>0 then begin
				
				spritey:=219;
				m_posy:=m_posy-1;
				redraw:=1;
			end
			else
				spritey:=69;
			
		end;
		if spritey>=220 then begin
			if m_posy<>m_rl_sizey-1 then begin
				spritey:=69;
				m_posy:=m_posy+1;
				redraw:=1;
			end
			else
				spritey:=219;
		end;
		
		
		if redraw=1 then begin
			poke(SPRITE_BITMASK,0, %00000000);
			ClearText();
			poke(SCREEN_FG_COL, 0, BLACK);
			// Render me baby!
//			@levelpointer := levels;
			// Defined in Levels.ras
			RenderLevel(@levels, m_posx, m_posy, @screen2hi);
			LoadEntities();
			InitEntities();
			
			current_background := peek(MULTICOLOR_CHAR_COL,0);
			
			CopyFullScreen(@screenmem2, @screenmem1);
			
			PrintText();
		end;
		
		
	end;
	
