added player loop detection, loose level if last player loops
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@@ -90,6 +90,7 @@ func NewGrid(world *ecs.World,
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vel.Speed = config.PLAYERSPEED
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player.IsPrimary = tile.IsPrimary
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player.Sprites = tile.Tiles
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player.LoopPos = &components.Position{Cellsize: tilesize}
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case tile.Collectible:
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entity := colmapper.New()
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pos, render, _ = colmapper.Get(entity)
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