Add 8 layers to collisions
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@@ -32,7 +32,7 @@ typedef struct BzTileObjectsDesc {
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typedef struct BzTileMapDesc {
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const char *path;
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bool generateCollisionMap;
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bool collisionMap;
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BzTileset tilesets[BZ_MAP_MAX_TILESETS];
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BzTileLayerDesc layers[BZ_MAP_MAX_LAYERS];
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@@ -86,7 +86,8 @@ typedef struct BzTileMap {
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i32 tileWidth;
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i32 tileHeight;
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bool *collisionMap;
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u8 *collisionMap;
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i32 resolution;
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BzTileLayer layers[BZ_MAP_MAX_LAYERS];
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i32 layerCount;
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@@ -129,10 +130,12 @@ f32 bzTileMapRayCast(BzTileMap *map, Vector2 from, Vector2 to, f32 maxDst, Vecto
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bool bzTileMapCanRayCastLine(BzTileMap *map, Vector2 from, Vector2 to);
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void bzTileMapDraw(BzTileMap *map);
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void bzTileMapDrawCollisions(BzTileMap *map);
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bool bzTileMapHasCollision(BzTileMap *map, i32 x, i32 y);
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void bzTileMapSetCollisions(BzTileMap *map, bool collision, i32 startX, i32 startY, i32 sizeX, i32 sizeY);
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void bzTileMapUpdateCollisions(BzTileMap *map, i32 x, i32 y, i32 sizeX, i32 sizeY);
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bool bzTileMapHasAnyCollision(BzTileMap *map, i32 x, i32 y);
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bool bzTileMapHasCollision(BzTileMap *map, i32 layer, i32 x, i32 y);
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void bzTileMapSetCollisions(BzTileMap *map, bool collision, i32 layer, i32 startX, i32 startY, i32 sizeX, i32 sizeY);
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void bzTileMapAddLayerCollisions(BzTileMap *map, i32 mapLayer, i32 layer);
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