- 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
369 lines
9.6 KiB
Go
369 lines
9.6 KiB
Go
package scenes
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import (
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"image"
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"image/color"
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_ "image/jpeg"
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_ "image/png"
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"log"
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"mountain/internal/entities"
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"github.com/go-gl/mathgl/mgl64"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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)
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const (
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Gravity = 0.5
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JumpForce = -8.0
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MoveSpeed = 4.0
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ViewSize = 380 // 800 width, we have 2 viewports (380 each with 20 padding)
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)
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type Player struct {
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Pos mgl64.Vec3 // 3D Kordinater: X (vänster/höger), Y (upp/ner), Z (djup)
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Vel mgl64.Vec3 // Hastighet
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Width, Height float64 // För (AABB)
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IsGrounded bool
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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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AnimationCounter int
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FacingRight bool
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}
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type PlayScene struct {
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world *entities.World
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player *Player
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leftView *ebiten.Image
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rightView *ebiten.Image
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}
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func NewPlayScene() *PlayScene {
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w, err := entities.LoadWorldFromTiled("assets/maps/room1.tmj")
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if err != nil {
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log.Println("Kunde inte ladda room1:", err)
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w = entities.NewWorld(100, 10, 100) // Fallback tom värd om JSON saknas
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}
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pRun, _, err := ebitenutil.NewImageFromFile("assets/images/Warrior_1/Run.png")
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if err != nil {
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log.Println("Run sprite error:", err)
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pRun = ebiten.NewImage(96, 96)
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}
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pIdle, _, _ := ebitenutil.NewImageFromFile("assets/images/Warrior_1/Idle.png")
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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: 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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return &PlayScene{
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world: w,
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player: player,
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leftView: ebiten.NewImage(ViewSize, ViewSize),
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rightView: ebiten.NewImage(ViewSize, ViewSize),
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}
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}
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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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// 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 isClimbing {
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p.Vel[1] = 0 // Ingen gravitation när man klättrar
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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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nextY := p.Pos[1] + p.Vel[1]
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nextZ := p.Pos[2] + p.Vel[2]
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gridY := int((nextY + p.Height) / entities.TileSize)
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gridX := int((nextX + p.Width/2) / entities.TileSize)
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gridZ := int((nextZ + p.Width/2) / entities.TileSize)
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entY := s.world.GetEntityAt(gridX, gridY, gridZ)
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if entY != nil && entY.IsBlocking() && p.Vel[1] >= 0 {
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nextY = float64(gridY)*entities.TileSize - p.Height - 0.1
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p.Vel[1] = 0
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p.IsGrounded = true
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} else {
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p.IsGrounded = false
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}
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p.Pos[0] = nextX
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p.Pos[1] = nextY
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p.Pos[2] = nextZ
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// Kolla ifall vi står på en portal
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standEnt := s.world.GetEntityAt(gridX, gridY, gridZ)
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if prt, ok := standEnt.(*entities.Portal); ok {
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log.Println("Byter rum till: ", prt.TargetMap)
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newW, err := entities.LoadWorldFromTiled("assets/maps/" + prt.TargetMap + ".tmj")
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if err == nil {
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s.world = newW
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// Reset player position for new map
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if prt.TargetMap == "room1" {
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p.Pos = mgl64.Vec3{80.0 * entities.TileSize, 6.0 * entities.TileSize, 10.0 * entities.TileSize}
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} else {
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p.Pos = mgl64.Vec3{40.0 * entities.TileSize, 6.0 * entities.TileSize, 65.0 * entities.TileSize}
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}
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}
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}
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if isMoving {
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p.AnimationCounter++
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if p.AnimationCounter > 5 {
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p.AnimationFrame = (p.AnimationFrame + 1) % 6
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p.AnimationCounter = 0
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}
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} else {
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p.AnimationFrame = 0
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}
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return nil
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}
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func (s *PlayScene) Draw(screen *ebiten.Image) {
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screen.Fill(color.RGBA{20, 20, 20, 255})
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s.leftView.Fill(color.RGBA{135, 206, 235, 255})
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s.rightView.Fill(color.RGBA{50, 150, 50, 255})
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playerGridZ := int((s.player.Pos[2] + s.player.Width/2) / entities.TileSize)
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playerGridY := int((s.player.Pos[1] + s.player.Height/2) / entities.TileSize)
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camX := s.player.Pos[0] - float64(ViewSize)/2.0
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camY := s.player.Pos[1] - float64(ViewSize)/2.0
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camZ := s.player.Pos[2] - float64(ViewSize)/2.0
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// Vänster vy: Sido-vy (renderar objekt vid spelarens Z och "inåt", max 3 djup)
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// Rendera från djupast till spelarens Z (mindre Z är djupare inåt bild/scen)
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leftDepthStart := playerGridZ - 3
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if leftDepthStart < 0 {
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leftDepthStart = 0
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}
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for zLevel := leftDepthStart; zLevel <= playerGridZ; zLevel++ {
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tint := float32(1.0)
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alpha := float32(1.0)
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if zLevel < playerGridZ {
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// Förskugga och gör transparent lager längre "in"
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diff := float32(playerGridZ - zLevel)
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tint = 1.0 - (diff * 0.2)
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alpha = 1.0 - (diff * 0.25)
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if tint < 0.2 {
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tint = 0.2
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}
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if alpha < 0.2 {
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alpha = 0.2
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}
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}
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for x := 0; x < s.world.Width; x++ {
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for y := 0; y < s.world.Height; y++ {
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ent := s.world.GetEntityAt(x, y, zLevel)
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if ent != nil {
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px := float64(x)*entities.TileSize - camX
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py := float64(y)*entities.TileSize - camY
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ent.DrawSide(s.leftView, px, py, tint, alpha)
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}
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}
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}
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}
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// Höger vy: Ovan-vy (renderar ner i marken så att det känns som det går "in" i bilden)
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// -1: Två block inåt jord/hål (Djupast)
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// 0: Ett block inåt jord/hål
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// +1: Samma (eller 1 över)
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// För att saker under spelaren ska ligga bakom byter vi tecken. "upp" i z/y är nu inåt.
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// Vi visar tre block nedåt i Y: playerGridY+3, Y+2, Y+1, Y
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topLevels := []int{playerGridY + 3, playerGridY + 2, playerGridY + 1, playerGridY}
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for i, yLevel := range topLevels {
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if yLevel >= 0 && yLevel < s.world.Height {
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tint := float32(1.0)
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alpha := float32(1.0)
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// Sätt färger baserat på relativ nivå ("inåt") där de djupaste (Y+3) är mörkare
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// Index 0 är djupast i marken
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if i == 0 { // -2 block (långt under fötter)
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tint = 0.6
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alpha = 0.4
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} else if i == 1 { // -1 block (nyss under fötter)
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tint = 0.8
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alpha = 0.6
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} else if i == 2 { // marken spelaren står på
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tint = 1.0
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alpha = 1.0
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} else if i == 3 { // spelarens fothöjd (0)
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tint = 1.2
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alpha = 1.0
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}
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for x := 0; x < s.world.Width; x++ {
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for z := 0; z < s.world.Depth; z++ {
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ent := s.world.GetEntityAt(x, yLevel, z)
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if ent != nil {
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px := float64(x)*entities.TileSize - camX
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pz := float64(z)*entities.TileSize - camZ
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ent.DrawTop(s.rightView, px, pz, tint, alpha)
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}
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}
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}
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}
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// Rendera spelaren på toppen (efter marken och spelarens lager är ritat)
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if i == 3 {
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s.drawPlayerTop(s.rightView, camX, camZ)
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}
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}
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s.drawPlayerSide(s.leftView, camX, camY)
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opL := &ebiten.DrawImageOptions{}
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opL.GeoM.Translate(10, 100)
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screen.DrawImage(s.leftView, opL)
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opR := &ebiten.DrawImageOptions{}
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opR.GeoM.Translate(410, 100)
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screen.DrawImage(s.rightView, opR)
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ebitenutil.DebugPrint(screen, "VÄNSTER (Sido vy) HÖGER (Top vy: Slice av din Hojd)")
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}
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func (s *PlayScene) drawPlayerSide(screen *ebiten.Image, camX, camY float64) {
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p := s.player
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sx := p.AnimationFrame * 96
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srcRect := image.Rect(sx, 0, sx+96, 96)
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var activeSprite *ebiten.Image
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if p.Vel[0] != 0 || p.Vel[2] != 0 { // Is moving X or Z
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activeSprite = p.SpriteRun
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} else {
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activeSprite = p.SpriteIdle
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}
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subImg := activeSprite.SubImage(srcRect).(*ebiten.Image)
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op := &ebiten.DrawImageOptions{}
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if !p.FacingRight {
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op.GeoM.Scale(-1, 1)
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op.GeoM.Translate(96, 0)
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}
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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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}
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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 - 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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