Isometric map and movement test

Summary

On top of the most basic movement and aim function, that build is testing the integration of having elevated parts in the level.
It's not enough to tell us if having different levels of floor heights is interesting but I can already say that it is cumbersome to integrate. And it leads to issues about how the enemies' patterns will adapt to a player staying on these elevated positions.
I would advise against it and stick to the "flat" design of Enter the Gungeon or Isaac. Pillars and other "blockers" are fine though.

Changelog

Add Basic controls
Add Isometric view test
Add Entity rendering (Sprite 3d)
Add Bullet collision on iso map
Add elevated area test and collison switch

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