I made a few changes to the level editor, like adding slopes and also I changed the bitfields from having 1 byte be a tile to every 8 bytes since I now have slopes as well as regular tiles and I need to differentiate between the two. I made it 8 bytes to make it easier for the computer as well as to future proof if I need to add more tiles. I added two new features to the level editor, rendering as an image, and exporting the level collider. The rendering renders the level into an image where each tile is 20 by 20 pixels, the colors are extremely boring because I will use this render as a base for me to paint over and actually make a good level. The exporting colliders takes in the bitfield of the level, finds every edge and saves it in a counter clockwise winding order to a file. I made changes to the actual game by adding a function that converts this collider file into a vector of points. I added a new rigidbody collider type called Chain. I used tons of boxes in my previous project to make the colliders for the level, but to optimize the collision in this project, I used chain shapes in Box2D which makes collision for the environment a lot simpler and faster.