Refaktoriserat kartan till en solid 3D-Array [][][]Entity och adderat dubbla views (TopDown & SideView) var spelaren laddar sina Animation Frames
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45
internal/entities/world.go
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45
internal/entities/world.go
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package entities
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import "github.com/go-gl/mathgl/mgl64"
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const (
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TileSize = 32.0 // Varje block ar 32x32 world units
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)
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type World struct {
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Width, Height, Depth int
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Grid [][][]Entity
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}
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func NewWorld(w, h, d int) *World {
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grid := make([][][]Entity, w)
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for x := 0; x < w; x++ {
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grid[x] = make([][]Entity, h)
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for y := 0; y < h; y++ {
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grid[x][y] = make([]Entity, d)
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}
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}
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return &World{Width: w, Height: h, Depth: d, Grid: grid}
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}
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func (w *World) GetEntityAt(x, y, z int) Entity {
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if x < 0 || x >= w.Width || y < 0 || y >= w.Height || z < 0 || z >= w.Depth {
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return nil
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}
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return w.Grid[x][y][z]
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}
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func (w *World) SetEntityAt(x, y, z int, e Entity) {
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if x < 0 || x >= w.Width || y < 0 || y >= w.Height || z < 0 || z >= w.Depth {
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return
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}
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w.Grid[x][y][z] = e
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if e != nil {
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e.SetPos(mgl64.Vec3{float64(x), float64(y), float64(z)})
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}
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}
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// Convert absolute 3D position to Grid index
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func ToGridIndex(pos mgl64.Vec3) (int, int, int) {
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return int(pos[0]), int(pos[1]), int(pos[2])
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}
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