pub fn update_tilemap() {
    //given some tile position, we update that tsx file's specific value with the new tile. So imagine a destroyed door, once the door is destroyed, the tilemap is changed
    //This new tsx file then acts as this save game's main tsx file rather than the default one. 
    //keeps the original tsx file for reference. So: CurrentTileMap, MasterTileMap. where currentTileMap is given a name related to the current save game probably so it's not being overwritten every time a new game is made.

}
///System for updating tilemaps when an event acts upon a tile
System for updating tilemaps when an event acts upon a tile
System for updating tilemaps when an event acts upon a tile
pub fn update_tilemap() {
    //given some tile position, we update that tsx file's specific value with the new tile. So imagine a destroyed door, once the door is destroyed, the tilemap is changed
    //This new tsx file then acts as this save game's main tsx file rather than the default one. 
    //keeps the original tsx file for reference. So: CurrentTileMap, MasterTileMap. where currentTileMap is given a name related to the current save game probably so it's not being overwritten every time a new game is made.
}
pub fn update_tilemap ( ) { //given some tile position, we update that tsx file's specific value with the new tile. So imagine a destroyed door, once the door is destroyed, the tilemap is changed //This new tsx file then acts as this save game's main tsx file rather than the default one.  //keeps the original tsx file for reference. So: CurrentTileMap, MasterTileMap. where currentTileMap is given a name related to the current save game probably so it's not being overwritten every time a new game is made. }
System for updating tilemaps when an event acts upon a tile
System for updating tilemaps when an event acts upon a tile