Separate object layers, asign layers to proper slots
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@@ -6,6 +6,25 @@
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BzTileset BZ_TILESET_INVALID = {.isValid = false};
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BzTileShape bzCuteObjectToTileShape(cute_tiled_object_t *object) {
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BzTileShape shape = {BZ_TILE_SHAPE_NONE};
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if (object->ellipse)
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shape.type = BZ_TILE_SHAPE_ELLIPSE;
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else if (object->point)
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shape.type = BZ_TILE_SHAPE_POINT;
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else if (!object->vertices)
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shape.type = BZ_TILE_SHAPE_RECT;
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else
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return shape;
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shape.x = object->x;
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shape.y = object->y;
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shape.sizeX = object->width;
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shape.sizeY = object->height;
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return shape;
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}
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BzTileset bzTilesetCreate(const BzTilesetDesc *desc) {
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BzTileset tileset = {};
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cute_tiled_tileset_t *cuteTileset = cute_tiled_load_external_tileset(desc->path, NULL);
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@@ -24,7 +43,7 @@ BzTileset bzTilesetCreate(const BzTilesetDesc *desc) {
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tileset.tileCount = tileset.width * tileset.tileHeight;
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tileset.tileColliders = bzAlloc(tileset.tileCount * sizeof(*tileset.tileColliders));
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for (i32 i = 0; i < tileset.tileCount; i++) {
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tileset.tileColliders[i] = (BzTileCollider) {BZ_TILE_COLLIDER_NONE};
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tileset.tileColliders[i] = (BzTileShape) {BZ_TILE_SHAPE_NONE};
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}
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cute_tiled_tile_descriptor_t *cuteTile = cuteTileset->tiles;
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@@ -34,14 +53,7 @@ BzTileset bzTilesetCreate(const BzTilesetDesc *desc) {
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// NOTE: Only supporting single collider (integer values)
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if (cuteObject) {
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BzTileCollider collider = {BZ_TILE_COLLIDER_RECT};
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if (cuteObject->ellipse)
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collider.type = BZ_TILE_COLLIDER_ELLIPSE;
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collider.x = (i8) cuteObject->x;
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collider.y = (i8) cuteObject->y;
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collider.sizeX = (i8) cuteObject->width;
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collider.sizeY = (i8) cuteObject->height;
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BzTileShape collider = bzCuteObjectToTileShape(cuteObject);
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tileset.tileColliders[cuteTile->tile_index] = collider;
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}
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}
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@@ -68,11 +80,11 @@ Rectangle bzTilesetGetTileRegion(BzTileset *tileset, int tileID) {
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return (Rectangle) {posX * tileset->tileWidth, posY * tileset->tileHeight,
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tileset->tileWidth, tileset->tileHeight};
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}
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BzTileCollider bzTilesetGetTileCollider(BzTileset *tileset, int tileID) {
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BzTileShape bzTilesetGetTileCollider(BzTileset *tileset, int tileID) {
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tileID = tileID - tileset->startID;
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if (tileID < 0 || tileID >= tileset->tileCount) {
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return (BzTileCollider) {.type = BZ_TILE_COLLIDER_NONE};
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return (BzTileShape) {.type = BZ_TILE_SHAPE_NONE};
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}
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return tileset->tileColliders[tileID];
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