/*get the mouse x and y position*/
AEInputGetCursorPosition(&mouseX, &mouseY);
AEGfxConvertScreenCoordinatesToWorld(mouseX, mouseY, &mouseInWorldX, &mouseInWorldY);
/*only draw line if it's the wall and left click/hold on mouse occurs*/
if ((mouseInWorldX > (wallX - xHalfSize) && mouseInWorldX < (wallX + xHalfSize)) &&
(mouseInWorldY > (wallY - yHalfSize) && mouseInWorldY < (wallY + yHalfSize)) &&
(AEInputCheckCurr(RI_MOUSE_LEFT_BUTTON_DOWN)))
{
/*mesh for line, needs to be updated with loop*/
AEGfxMeshStart();
AEGfxVertexAdd(playerX + xHalfSize, playerY, 0xFFFF0000, 0.0f, 0.0f);
AEGfxVertexAdd(mouseInWorldX, mouseInWorldY, 0xFFFF0000, 0.0f, 0.0f);
meshLine = AEGfxMeshEnd();
AE_ASSERT_MESG(meshLine, "Failed to create line!");
/*draw line*/
AEGfxSetRenderMode(AE_GFX_RM_COLOR);
AEGfxSetPosition(0.0f, 0.0f);
AEGfxMeshDraw(meshLine, AE_GFX_MDM_LINES_STRIP);
}