Refaktoriserat kartan till en solid 3D-Array [][][]Entity och adderat dubbla views (TopDown & SideView) var spelaren laddar sina Animation Frames

This commit is contained in:
2026-04-26 00:24:28 +02:00
parent b250629e34
commit feabe7366c
135 changed files with 316 additions and 153 deletions

View File

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