1 2 3 4 5 | struct ExitTilemap { Tilemap* PointerToTilemap; //The new PlayerTileX and PlayerTileY can be computed easily using current player location. int32 Position; //Where on the row or coloumn the exit is. Won't be necessary if we assign a unique ID to these tiles. } |
Four of these will sit inside each tile_map struct, one for each direction.