First working version of the office map! Yay!
This commit is contained in:
commit
2037147d18
13
README.md
13
README.md
@ -32,6 +32,19 @@ Note: on some OSes, you will need to add this line to your `/etc/hosts` file:
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workadventure.localhost 127.0.0.1
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```
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## Designing a map
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If you want to design your own map, you can use [Tiled](https://www.mapeditor.org/).
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A few things to notice:
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- your map can have as many layers as your want
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- your map MUST contain a layer named "floorLayer" of type "objectgroup" that represents the layer on which characters will be drawn.
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- the tilesets in your map MUST be embedded. You can refer to an external typeset in a TSX file. Click the "embed tileset" button in the tileset tab to embed tileset data.
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- your map MUST be exported in JSON format. You need to use a recent version of Tiled to get JSON format export (1.3+)
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![](doc/images/tiled_screenshot_1.png)
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### MacOS developers, your environment with Vagrant
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If you are using MacOS, you can increase Docker performance using Vagrant. If you want more explanations, you can read [this medium article](https://medium.com/better-programming/vagrant-to-increase-docker-performance-with-macos-25b354b0c65c).
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BIN
doc/images/tiled_screenshot_1.png
Normal file
BIN
doc/images/tiled_screenshot_1.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 26 KiB |
482
front/dist/maps/map.json
vendored
482
front/dist/maps/map.json
vendored
@ -1,4 +1,11 @@
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{ "compressionlevel":-1,
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"editorsettings":
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{
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"export":
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{
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"target":"."
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}
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},
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"height":18,
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"infinite":false,
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"layers":[
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@ -14,6 +21,17 @@
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"x":0,
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"y":0
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},
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{
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"draworder":"topdown",
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"id":3,
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"name":"floorLayer",
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"objects":[],
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"opacity":1,
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"type":"objectgroup",
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"visible":true,
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"x":0,
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"y":0
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},
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{
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"height":18,
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@ -26,7 +44,7 @@
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"x":0,
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"y":0
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}],
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"nextlayerid":3,
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"nextlayerid":4,
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"nextobjectid":1,
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"orientation":"orthogonal",
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"renderorder":"right-down",
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@ -34,8 +52,468 @@
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"tileheight":32,
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"tilesets":[
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{
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"columns":16,
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"firstgid":1,
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"source":"office_1.tsx"
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"image":"tilesets_deviant_milkian_1.png",
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"imageheight":512,
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"imagewidth":512,
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"margin":0,
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"name":"office_1",
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"spacing":0,
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"tilecount":256,
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"tileheight":32,
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"tiles":[
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||||
{
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"id":7,
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"properties":[
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"name":"collides",
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||||
"name":"collides",
|
||||
"type":"bool",
|
||||
"value":true
|
||||
}]
|
||||
},
|
||||
{
|
||||
"id":198,
|
||||
"properties":[
|
||||
{
|
||||
"name":"collides",
|
||||
"type":"bool",
|
||||
"value":true
|
||||
}]
|
||||
},
|
||||
{
|
||||
"id":214,
|
||||
"properties":[
|
||||
{
|
||||
"name":"collides",
|
||||
"type":"bool",
|
||||
"value":true
|
||||
}]
|
||||
}],
|
||||
"tilewidth":32
|
||||
},
|
||||
{
|
||||
"columns":8,
|
||||
|
13
front/dist/maps/map2.json
vendored
13
front/dist/maps/map2.json
vendored
File diff suppressed because one or more lines are too long
@ -3,14 +3,12 @@ import {MessageUserPositionInterface} from "../../Connexion";
|
||||
import {CurrentGamerInterface, GamerInterface, Player} from "../Player/Player";
|
||||
import {DEBUG_MODE, RESOLUTION, ZOOM_LEVEL} from "../../Enum/EnvironmentVariable";
|
||||
import Tile = Phaser.Tilemaps.Tile;
|
||||
import {ITiledMap} from "../Map/ITiledMap";
|
||||
import {ITiledMap, ITiledTileSet} from "../Map/ITiledMap";
|
||||
|
||||
export enum Textures {
|
||||
Rock = 'rock',
|
||||
Player = 'playerModel',
|
||||
Map = 'map',
|
||||
Tiles = 'tiles',
|
||||
Tiles2 = 'tiles2'
|
||||
Map = 'map'
|
||||
}
|
||||
|
||||
export interface GameSceneInterface extends Phaser.Scene {
|
||||
@ -22,21 +20,24 @@ export interface GameSceneInterface extends Phaser.Scene {
|
||||
export class GameScene extends Phaser.Scene implements GameSceneInterface{
|
||||
GameManager : GameManagerInterface;
|
||||
RoomId : string;
|
||||
Terrain : Phaser.Tilemaps.Tileset;
|
||||
Terrains : Array<Phaser.Tilemaps.Tileset>;
|
||||
CurrentPlayer: CurrentGamerInterface;
|
||||
MapPlayers : Phaser.Physics.Arcade.Group;
|
||||
Map: Phaser.Tilemaps.Tilemap;
|
||||
Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
|
||||
Objects : Array<Phaser.Physics.Arcade.Sprite>;
|
||||
map: ITiledMap;
|
||||
startX = (window.innerWidth / 2) / RESOLUTION;
|
||||
startY = (window.innerHeight / 2) / RESOLUTION;
|
||||
|
||||
|
||||
constructor(RoomId : string, GameManager : GameManagerInterface) {
|
||||
super({
|
||||
key: "GameScene"
|
||||
});
|
||||
this.RoomId = RoomId;
|
||||
this.GameManager = GameManager;
|
||||
this.Terrains = [];
|
||||
}
|
||||
|
||||
//hook preload scene
|
||||
@ -45,8 +46,12 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
|
||||
this.load.on('filecomplete-tilemapJSON-'+Textures.Map, (key: string, type: string, data: any) => {
|
||||
// Triggered when the map is loaded
|
||||
// Load tiles attached to the map recursively
|
||||
let map: ITiledMap = data.data;
|
||||
map.tilesets.forEach((tileset) => {
|
||||
this.map = data.data;
|
||||
this.map.tilesets.forEach((tileset) => {
|
||||
if (typeof tileset.name === 'undefined' || typeof tileset.image === 'undefined') {
|
||||
console.warn("Don't know how to handle tileset ", tileset)
|
||||
return;
|
||||
}
|
||||
let path = mapUrl.substr(0, mapUrl.lastIndexOf('/'));
|
||||
this.load.image(tileset.name, path + '/' + tileset.image);
|
||||
})
|
||||
@ -67,18 +72,27 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
|
||||
|
||||
//initalise map
|
||||
this.Map = this.add.tilemap("map");
|
||||
this.Terrain = this.Map.addTilesetImage("tiles", "tiles");
|
||||
this.Map.createStaticLayer("tiles", "tiles");
|
||||
this.Terrain = this.Map.addTilesetImage("tiles2", "tiles2");
|
||||
this.Map.createStaticLayer("tiles2", "tiles2");
|
||||
this.map.tilesets.forEach((tileset: ITiledTileSet) => {
|
||||
this.Terrains.push(this.Map.addTilesetImage(tileset.name, tileset.name));
|
||||
});
|
||||
|
||||
//permit to set bound collision
|
||||
this.physics.world.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
|
||||
|
||||
//add layer on map
|
||||
this.Layers = new Array<Phaser.Tilemaps.StaticTilemapLayer>();
|
||||
this.addLayer( this.Map.createStaticLayer("bottom", [this.Terrain], 0, 0).setDepth(-2) );
|
||||
this.addLayer( this.Map.createStaticLayer("top", [this.Terrain], 0, 0).setDepth(-1) );
|
||||
let depth = -2;
|
||||
this.map.layers.forEach((layer) => {
|
||||
if (layer.type === 'tilelayer') {
|
||||
this.addLayer( this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth) );
|
||||
} else if (layer.type === 'objectgroup' && layer.name === 'floorLayer') {
|
||||
depth = -1;
|
||||
}
|
||||
});
|
||||
|
||||
if (depth === -2) {
|
||||
throw new Error('Your map MUST contain a layer of type "objectgroup" whose name is "floorLayer" that represents the layer characters are drawn at.');
|
||||
}
|
||||
|
||||
//add entities
|
||||
this.Objects = new Array<Phaser.Physics.Arcade.Sprite>();
|
||||
|
Loading…
Reference in New Issue
Block a user