Add gold ore, fix bug with collision layer
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@@ -467,8 +467,8 @@ void bzTileMapDrawCollisions(BzTileMap *map) {
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void bzTileMapClearCollisions(BzTileMap *map) {
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BZ_ASSERT(map->collisionMap);
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for (i32 y = 0; y < map->width; y++) {
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for (i32 x = 0; x < map->height; x++) {
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for (i32 y = 0; y < map->height; y++) {
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for (i32 x = 0; x < map->width; x++) {
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i32 idxOffset = y * map->width + x;
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u8 *cell = map->collisionMap + idxOffset;
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*cell = 0;
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@@ -478,8 +478,8 @@ void bzTileMapClearCollisions(BzTileMap *map) {
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void bzTileMapClearCollisionLayer(BzTileMap *map, i32 layer) {
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BZ_ASSERT(map->collisionMap);
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BZ_ASSERT(layer >= 0 && layer < 8);
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for (i32 y = 0; y < map->width; y++) {
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for (i32 x = 0; x < map->height; x++) {
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for (i32 y = 0; y < map->height; y++) {
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for (i32 x = 0; x < map->width; x++) {
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i32 idxOffset = y * map->width + x;
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u8 *cell = map->collisionMap + idxOffset;
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*cell &= ~(1 << layer);
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@@ -247,7 +247,9 @@ void bzSpatialGridDrawDebugGrid(const BzSpatialGrid *grid) {
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for (i32 y = 0; y < grid->height; y++) {
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for (i32 x = 0; x < grid->width; x++) {
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BzSpatialGridID **cell = getCell(grid, x, y);
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i32 numEntries = bzArraySize(*cell);
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i32 numEntries = 0;
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if (*cell)
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numEntries = bzArraySize(*cell);
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Color color = WHITE;
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i32 tint = numEntries;
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if (tint > 10) tint = 10;
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