Merge branch 'develop' of github.com:thecodingmachine/workadventure into metadataScriptingApi
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commit
2a2cea2cd5
@ -6,6 +6,7 @@
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- Enabled outlines on actionable item again (they were disabled when migrating to Phaser 3.50) #1218
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- Enabled outlines on player names (when the mouse hovers on a player you can interact with) #1219
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- Migrated the admin console to Svelte, and redesigned the console #1211
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- Layer properties (like `exitUrl`, `silent`, etc...) can now also used in tile properties #1210 (@jonnytest1)
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- New scripting API features :
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- Use `WA.room.showLayer(): void` to show a layer
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- Use `WA.room.hideLayer(): void` to hide a layer
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90
docs/maps/wa-maps.md
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90
docs/maps/wa-maps.md
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{.section-title.accent.text-primary}
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# About WorkAdventure maps
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A WorkAdventure map is a map in "JSON" format generated by [Tiled](https://www.mapeditor.org/).
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## Tiles
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A map is made of "tiles" (we can also call them "sprites"). In WorkAdventure, the tiles are small images of 32x32 pixels.
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Tiles may have transparent parts. Many tiles can be stored in a single PNG file. We call this file a "tileset".
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There are many tilesets available on the internet. Some examples of websites offering awesome tiles:
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* [itch.io](https://itch.io/)
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* [opengameart.org](https://opengameart.org/)
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* [deviantart.com](https://www.deviantart.com/)
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Keep in mind the size of tiles and do not forget to check the license of the tileset you are using!
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## How to design "pixel" tiles
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You can design your own tiles as well as change existing tiles, this is usually referred to as "pixeling". You can start drawing your own tiles with [Piskel](https://www.piskelapp.com/). It is easy to use and well targeted at "pixeling". If you are getting serious about pixeling, the awesome folks at the Chaos Computer Club recommend the use of the editor [Krita](https://krita.org/). There are plenty of other editors as well.
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If you are using Krita:
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* Please double check that your tiles are 32x32 pixels in size. You can enable a grid under view -> show grid and under settings -> dockers -> grid you can select the grid size.
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* Use transparency if you have to model transitions between different materials. This is more flexible and saves you time by not modeling every transition.
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* You can follow the Pixel-Art Workshop by blinry: [media.ccc.de/v/34C3-jugend-hackt-1016-pixel_art_workshop](https://media.ccc.de/v/34C3-jugend-hackt-1016-pixel_art_workshop)
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## WorkAdventure Map Rules
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In order to design a map that will be readable by WorkAdventure, you will have to respect some constraints.
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In particular, you will need to:
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* set a start position for the players
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* configure the "floor layer" (so that WorkAdventure can correctly display characters above the floor, but under the ceiling)
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* eventually, you can place exits that link to other maps
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A few things to notice:
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* your map can have as many layers as you 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. Every layer above the "floorLayer" will be displayed on top of the characters.
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* the tilesets in your map MUST be embedded. You cannot 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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* WorkAdventure doesn't support object layers and will ignore them
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* If you are starting from a blank map, your map MUST be orthogonal and tiles size should be 32x32.
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<div>
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<figure class="figure">
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<img src="https://workadventu.re/img/docs/tiled_screenshot_1.png" class="figure-img img-fluid rounded" alt="" style="width: 70%" />
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<figcaption class="figure-caption">"floorLayer" is compulsory</figcaption>
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</figure>
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</div>
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## Building walls and "collidable" areas
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By default, the characters can traverse any tiles. If you want to prevent your characeter from going through a tile (like a wall or a desktop), you must make this tile "collidable". You can do this by settings the `collides` property on a given tile.
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To make a tile "collidable", you should:
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1. select the relevant tileset and switch to "edit" mode:
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{.document-img}
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![](https://workadventu.re/img/docs/collides-1.png)
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2. right click on a tile of the tileset to select it:
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{.document-img}
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![](https://workadventu.re/img/docs/collides-2.png)
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3. on the left pane in the custom properties section, right click and select "Add properties":
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{.document-img}
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![](https://workadventu.re/img/docs/collides-3.png)
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Please add a `collides` property. The type of the property must be **bool**.
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4. finally, check the checkbox for the `collides` property:
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{.document-img}
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![](https://workadventu.re/img/docs/collides-4.png)
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Repeat for every tile that should be "collidable".
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## Adding behaviour with properties
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In the next sections, you will see how you can add behaviour on your map by adding "properties".
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You can add properties for a variety of features: putting exits, opening websites, meeting rooms, silent zones, etc...
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You can add properties either on individual tiles of a tileset OR on a complete layer.
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If you put a property on a layer, it will be triggered if your Woka walks on any tile of the layer.
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The exception is the "collides" property that can only be set on tiles, but not on a complete layer.
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@ -54,7 +54,8 @@
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"standardized-audio-context": "^25.2.4"
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},
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"scripts": {
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"start": "run-p serve svelte-check-watch",
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"start": "run-p templater serve svelte-check-watch",
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"templater": "cross-env ./templater.sh",
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"serve": "cross-env TS_NODE_PROJECT=\"tsconfig-for-webpack.json\" webpack serve --open",
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"build": "cross-env TS_NODE_PROJECT=\"tsconfig-for-webpack.json\" NODE_ENV=production webpack",
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"test": "TS_NODE_PROJECT=\"tsconfig-for-jasmine.json\" ts-node node_modules/jasmine/bin/jasmine --config=jasmine.json",
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@ -1,4 +1,4 @@
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import type { ITiledMap, ITiledMapLayer } from "../Map/ITiledMap";
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import type {ITiledMap, ITiledMapLayer, ITiledMapLayerProperty} from "../Map/ITiledMap";
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import { flattenGroupLayersMap } from "../Map/LayersFlattener";
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import TilemapLayer = Phaser.Tilemaps.TilemapLayer;
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import { DEPTH_OVERLAY_INDEX } from "./DepthIndexes";
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@ -13,9 +13,13 @@ export class GameMap {
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private key: number | undefined;
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private lastProperties = new Map<string, string | boolean | number>();
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private callbacks = new Map<string, Array<PropertyChangeCallback>>();
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private tileSetPropertyMap: { [tile_index: number]: Array<ITiledMapLayerProperty> } = {}
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public readonly flatLayers: ITiledMapLayer[];
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public readonly phaserLayers: TilemapLayer[] = [];
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public exitUrls: Array<string> = []
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public constructor(private map: ITiledMap, phaserMap: Phaser.Tilemaps.Tilemap, terrains: Array<Phaser.Tilemaps.Tileset>) {
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this.flatLayers = flattenGroupLayersMap(map);
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let depth = -2;
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@ -27,7 +31,21 @@ export class GameMap {
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depth = DEPTH_OVERLAY_INDEX;
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}
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}
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for (const tileset of map.tilesets) {
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tileset?.tiles?.forEach(tile => {
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if (tile.properties) {
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this.tileSetPropertyMap[tileset.firstgid + tile.id] = tile.properties
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tile.properties.forEach(prop => {
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if (prop.name == "exitUrl" && typeof prop.value == "string") {
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this.exitUrls.push(prop.value);
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}
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})
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}
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})
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}
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}
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/**
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* Sets the position of the current player (in pixels)
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@ -74,10 +92,16 @@ export class GameMap {
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if (layer.type !== 'tilelayer') {
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continue;
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}
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let tileIndex: number | undefined = undefined;
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if (layer.data) {
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const tiles = layer.data as number[];
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if (tiles[key] == 0) {
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continue;
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}
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tileIndex = tiles[key]
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}
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// There is a tile in this layer, let's embed the properties
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if (layer.properties !== undefined) {
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for (const layerProperty of layer.properties) {
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@ -87,6 +111,16 @@ export class GameMap {
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properties.set(layerProperty.name, layerProperty.value);
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}
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}
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if (tileIndex) {
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this.tileSetPropertyMap[tileIndex]?.forEach(property => {
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if (property.value) {
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properties.set(property.name, property.value)
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} else if (properties.has(property.name)) {
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properties.delete(property.name)
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}
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})
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}
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}
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return properties;
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}
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}
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this.gameMap.exitUrls.forEach(exitUrl => {
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this.loadNextGame(exitUrl)
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})
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this.initStartXAndStartY();
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//add entities
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tilewidth: number;
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transparentcolor: string;
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terrains: ITiledMapTerrain[];
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tiles: {[key: string]: { terrain: number[] }};
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tiles?: Array<ITile>;
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/**
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* Refers to external tileset file (should be JSON)
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@ -178,6 +178,13 @@ export interface ITiledTileSet {
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source: string;
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}
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export interface ITile {
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id: number,
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type?: string
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properties?: Array<ITiledMapLayerProperty>
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}
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export interface ITiledMapTerrain {
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name: string;
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tile: number;
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