;;; SOLID
;;;This is how to inform a solid collision.
;;; You can also add this to the end of
;;; any tile type if you want it to have an effect AND
;;; be treated like solid.
;;; You could also check to see if it is a non-player object,
;;; and only return solid if it's a not player. This would
;;; cause monsters to treat things like spikes or ladder or fire
;;; as solid while the player is able to interract with it.
CPX player1_object
BEQ skipSolidRead
LDA Object_flags,x ;; check the type of object
AND #%00010100 ;; is it a player/monster weapon ?
BNE skipSolidRead ;; it IS, we skip
LDA #TILE_SOLID
STA tile_solidity
skipSolidRead:
;; if you want it solid, declare it at the end