world = {} world.tiles = {} world.utils = {} world.cell_size = 10 function world.utils.update_colliders() for i, v in pairs(world.tiles) do collision.add(v.aabb) end end function world.utils.to_tile(x, y) return vec(util.round(x / world.cell_size) * world.cell_size, util.round(y / world.cell_size) * world.cell_size) end function world.utils.set_tile(x, y, tbl) local key = x .. "," .. y world.tiles[key] = tbl end function world.utils.get_tile(x, y) local key = x .. "," .. y return world.tiles[key] end