Properly handle map collisions when placing/destroying buildings

This commit is contained in:
2024-01-08 15:27:58 +01:00
parent c08fca9670
commit 88cbfe4a37
8 changed files with 56 additions and 7 deletions

View File

@@ -131,6 +131,7 @@ bool bzTileMapCanRayCastLine(BzTileMap *map, Vector2 from, Vector2 to);
void bzTileMapDraw(BzTileMap *map);
void bzTileMapDrawCollisions(BzTileMap *map);
bool bzTileMapHasCollision(BzTileMap *map, i32 x, i32 y);
void bzTileMapSetCollisions(BzTileMap *map, bool collision, i32 startX, i32 startY, i32 sizeX, i32 sizeY);
void bzTileMapUpdateCollisions(BzTileMap *map, i32 x, i32 y, i32 sizeX, i32 sizeY);