Unit Handling: The coordinate units depend on the system using this type:
Combat System: Coordinates are in meters (physics-first architecture)
Rendering System: Coordinates are in pixels (screen rendering)
Legacy Systems: May use pixels or other units
When working with combat/physics, positions are in meters relative to arena center (0, 0).
Arena boundaries extend from ±worldWidthMeters/2 in X and ±worldDepthMeters/2 in Z (mapped to y).
Example
// Combat position (meters, centered at origin) constplayerPos: Position = { x:2.5, y: -1.0 }; // 2.5m right, 1m back from center
// Rendering position (pixels, top-left origin) constscreenPos: Position = { x:640, y:480 }; // 640px right, 480px down
Represents a position in 2D space.
Unit Handling: The coordinate units depend on the system using this type:
When working with combat/physics, positions are in meters relative to arena center (0, 0). Arena boundaries extend from ±worldWidthMeters/2 in X and ±worldDepthMeters/2 in Z (mapped to y).
Example