Update tileset and game log for improved asset management and debugging
- Modified tileset configuration to include multiple tile images with updated dimensions. - Enhanced game log to provide detailed startup information and entity loading for room1. - Updated binary file for the game executable. added climebol laders
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@@ -30,6 +30,7 @@ type Player struct {
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// Sprites
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SpriteRun *ebiten.Image
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SpriteJump *ebiten.Image
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SpriteIdle *ebiten.Image
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SpriteTop *ebiten.Image
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AnimationFrame int
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@@ -61,16 +62,21 @@ func NewPlayScene() *PlayScene {
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if pIdle == nil {
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pIdle = pRun
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}
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pJump, _, _ := ebitenutil.NewImageFromFile("assets/images/Warrior_1/Jump.png")
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if pJump == nil {
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pJump = pRun
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}
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pTop := ebiten.NewImage(96, 96)
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pTop.Fill(color.RGBA{255, 255, 0, 255})
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player := &Player{
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Pos: mgl64.Vec3{50.0 * entities.TileSize, 6.0 * entities.TileSize, 50.0 * entities.TileSize},
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Width: 96,
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Height: 96,
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Width: 32,
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Height: 32,
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SpriteRun: pRun,
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SpriteIdle: pIdle,
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SpriteJump: pJump,
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SpriteTop: pTop,
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FacingRight: true,
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}
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@@ -86,36 +92,85 @@ func NewPlayScene() *PlayScene {
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func (s *PlayScene) Update() error {
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p := s.player
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currentMoveSpeed := MoveSpeed
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if ebiten.IsKeyPressed(ebiten.KeyControl) {
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currentMoveSpeed = MoveSpeed * 1.8 // Lite snabbare när man springer
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}
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p.Vel[0] = 0
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p.Vel[2] = 0
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isMoving := false
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if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) {
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p.Vel[0] = -MoveSpeed
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p.FacingRight = false
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isMoving = true
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}
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if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) {
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p.Vel[0] = MoveSpeed
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p.FacingRight = true
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isMoving = true
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}
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if ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeyW) {
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p.Vel[2] = -MoveSpeed
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isMoving = true
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}
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if ebiten.IsKeyPressed(ebiten.KeyDown) || ebiten.IsKeyPressed(ebiten.KeyS) {
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p.Vel[2] = MoveSpeed
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isMoving = true
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// Kolla om spelaren är i ett klättringsbart objekt
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currentGridX := int((p.Pos[0] + p.Width/2) / entities.TileSize)
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currentGridY := int((p.Pos[1] + p.Height/2) / entities.TileSize)
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currentGridZ := int((p.Pos[2] + p.Width/2) / entities.TileSize)
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entIn := s.world.GetEntityAt(currentGridX, currentGridY, currentGridZ)
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isClimbing := false
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if entIn != nil && entIn.IsClimbable() && ebiten.IsKeyPressed(ebiten.KeyShift) {
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isClimbing = true
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}
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if ebiten.IsKeyPressed(ebiten.KeySpace) && p.IsGrounded {
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p.Vel[1] = JumpForce
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p.IsGrounded = false
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}
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if isClimbing {
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p.Vel[1] = 0 // Ingen gravitation när man klättrar
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if !p.IsGrounded {
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p.Vel[1] += Gravity
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// W, A, S, D styr X och Y axlar
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if ebiten.IsKeyPressed(ebiten.KeyA) {
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p.Vel[0] = -currentMoveSpeed
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p.FacingRight = false
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isMoving = true
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}
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if ebiten.IsKeyPressed(ebiten.KeyD) {
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p.Vel[0] = currentMoveSpeed
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p.FacingRight = true
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isMoving = true
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}
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if ebiten.IsKeyPressed(ebiten.KeyW) {
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p.Vel[1] = -currentMoveSpeed // Uppåt
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isMoving = true
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}
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if ebiten.IsKeyPressed(ebiten.KeyS) {
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p.Vel[1] = currentMoveSpeed // Nedåt
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isMoving = true
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}
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// Upp/ner pilarna styr Z-axeln
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if ebiten.IsKeyPressed(ebiten.KeyUp) {
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p.Vel[2] = -currentMoveSpeed
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isMoving = true
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}
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if ebiten.IsKeyPressed(ebiten.KeyDown) {
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p.Vel[2] = currentMoveSpeed
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isMoving = true
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}
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} else {
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if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) {
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p.Vel[0] = -currentMoveSpeed
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p.FacingRight = false
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isMoving = true
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}
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if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) {
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p.Vel[0] = currentMoveSpeed
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p.FacingRight = true
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isMoving = true
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}
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if ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeyW) {
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p.Vel[2] = -currentMoveSpeed
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isMoving = true
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}
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if ebiten.IsKeyPressed(ebiten.KeyDown) || ebiten.IsKeyPressed(ebiten.KeyS) {
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p.Vel[2] = currentMoveSpeed
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isMoving = true
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}
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if ebiten.IsKeyPressed(ebiten.KeySpace) && p.IsGrounded {
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p.Vel[1] = JumpForce
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p.IsGrounded = false
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}
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if !p.IsGrounded {
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p.Vel[1] += Gravity
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}
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}
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nextX := p.Pos[0] + p.Vel[0]
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@@ -295,8 +350,8 @@ func (s *PlayScene) drawPlayerSide(screen *ebiten.Image, camX, camY float64) {
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op.GeoM.Translate(96, 0)
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}
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drawX := p.Pos[0] - camX
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drawY := p.Pos[1] - camY
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drawX := p.Pos[0] - camX - 32
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drawY := p.Pos[1] - camY - 64
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op.GeoM.Translate(drawX, drawY)
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screen.DrawImage(subImg, op)
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@@ -306,8 +361,8 @@ func (s *PlayScene) drawPlayerTop(screen *ebiten.Image, camX, camZ float64) {
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p := s.player
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op := &ebiten.DrawImageOptions{}
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drawX := p.Pos[0] - camX
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drawZ := p.Pos[2] - camZ
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drawX := p.Pos[0] - camX - 32
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drawZ := p.Pos[2] - camZ - 64
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op.GeoM.Translate(drawX, drawZ)
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screen.DrawImage(p.SpriteTop, op)
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}
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