bottomRow — every solid cell on y = bitmap.height - 1 is treated
as anchored to the static terrain. Useful for "ground-attached"
destructible terrain games (Worms-style).
customPoints — caller provides explicit anchor cells. Cells
that are air or out-of-bounds are silently ignored, so callers can
pass long candidate lists without pre-validating. Pass an empty
list (or use findAllComponents) to get every connected
solid component as an "island".
Anchor-set strategy for findIslands.
bottomRow— every solid cell ony = bitmap.height - 1is treated as anchored to the static terrain. Useful for "ground-attached" destructible terrain games (Worms-style).customPoints— caller provides explicit anchor cells. Cells that are air or out-of-bounds are silently ignored, so callers can pass long candidate lists without pre-validating. Pass an empty list (or use findAllComponents) to get every connected solid component as an "island".