visible indicator for hero. Using images in order to fix graphic circles glitching out during movement
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BIN
front/public/resources/icons/icon_status_indicator_inside.png
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front/public/resources/icons/icon_status_indicator_inside.png
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After Width: | Height: | Size: 123 B |
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front/public/resources/icons/icon_status_indicator_outline.png
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front/public/resources/icons/icon_status_indicator_outline.png
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After Width: | Height: | Size: 5.3 KiB |
@ -1,36 +1,46 @@
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import { Easing } from "../../types";
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export class PlayerStatusDot extends Phaser.GameObjects.Container {
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private graphics: Phaser.GameObjects.Graphics;
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export enum PlayerStatus {
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Online = "Online",
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Silenced = "Silenced",
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Away = "Away",
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}
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private away: boolean;
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export class PlayerStatusDot extends Phaser.GameObjects.Container {
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private statusImage: Phaser.GameObjects.Image;
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private statusImageOutline: Phaser.GameObjects.Image;
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private status: PlayerStatus;
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private readonly COLORS = {
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// online: 0x00ff00,
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// away: 0xffff00,
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online: 0x8cc43f,
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onlineOutline: 0x427a25,
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away: 0xf5931e,
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awayOutline: 0x875d13,
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silenced: 0xe74c3c,
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silencedOutline: 0xc0392b,
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};
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constructor(scene: Phaser.Scene, x: number, y: number) {
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super(scene, x, y);
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this.away = false;
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this.status = PlayerStatus.Online;
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this.statusImage = this.scene.add.image(0, 0, "iconStatusIndicatorInside");
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this.statusImageOutline = this.scene.add.image(0, 0, "iconStatusIndicatorOutline");
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this.add([this.statusImage, this.statusImageOutline]);
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this.graphics = this.scene.add.graphics();
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this.add(this.graphics);
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this.redraw();
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this.scene.add.existing(this);
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}
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public setAway(away: boolean = true, instant: boolean = false): void {
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if (this.away === away) {
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public setStatus(status: PlayerStatus, instant: boolean = false): void {
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if (this.status === status) {
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return;
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}
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this.away = away;
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this.status = status;
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if (instant) {
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this.redraw();
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} else {
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@ -56,10 +66,19 @@ export class PlayerStatusDot extends Phaser.GameObjects.Container {
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}
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private redraw(): void {
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this.graphics.clear();
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this.graphics.fillStyle(this.away ? this.COLORS.away : this.COLORS.online);
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this.graphics.lineStyle(1, this.away ? this.COLORS.awayOutline : this.COLORS.onlineOutline);
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this.graphics.fillCircle(0, 0, 3);
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this.graphics.strokeCircle(0, 0, 3);
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const colors = this.getColors();
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this.statusImage.setTintFill(colors.filling);
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this.statusImageOutline.setTintFill(colors.outline);
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}
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private getColors(): { filling: number; outline: number } {
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switch (this.status) {
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case PlayerStatus.Online:
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return { filling: this.COLORS.online, outline: this.COLORS.onlineOutline };
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case PlayerStatus.Away:
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return { filling: this.COLORS.away, outline: this.COLORS.awayOutline };
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case PlayerStatus.Silenced:
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return { filling: this.COLORS.silenced, outline: this.COLORS.silencedOutline };
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}
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}
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}
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@ -19,7 +19,7 @@ import type { OutlineableInterface } from "../Game/OutlineableInterface";
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import type CancelablePromise from "cancelable-promise";
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import { TalkIcon } from "../Components/TalkIcon";
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import { Deferred } from "ts-deferred";
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import { PlayerStatusDot } from "../Components/PlayerStatusDot";
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import { PlayerStatus, PlayerStatusDot } from "../Components/PlayerStatusDot";
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const playerNameY = -25;
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const interactiveRadius = 35;
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@ -236,8 +236,8 @@ export abstract class Character extends Container implements OutlineableInterfac
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this.talkIcon.show(show, forceClose);
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}
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public setAwayStatus(away: boolean = true, instant: boolean = false): void {
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this.statusDot.setAway(away, instant);
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public setStatus(status: PlayerStatus, instant: boolean = false): void {
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this.statusDot.setStatus(status, instant);
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}
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public addCompanion(name: string, texturePromise?: CancelablePromise<string>): void {
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@ -102,6 +102,7 @@ import { Deferred } from "ts-deferred";
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import { SuperLoaderPlugin } from "../Services/SuperLoaderPlugin";
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import { PlayerDetailsUpdatedMessage } from "../../Messages/ts-proto-generated/protos/messages";
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import { privacyShutdownStore } from "../../Stores/PrivacyShutdownStore";
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import { PlayerStatus } from "../Components/PlayerStatusDot";
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export interface GameSceneInitInterface {
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initPosition: PointInterface | null;
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reconnecting: boolean;
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@ -250,6 +251,8 @@ export class GameScene extends DirtyScene {
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this.listenToIframeEvents();
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this.load.image("iconTalk", "/resources/icons/icon_talking.png");
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this.load.image("iconStatusIndicatorInside", "/resources/icons/icon_status_indicator_inside.png");
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this.load.image("iconStatusIndicatorOutline", "/resources/icons/icon_status_indicator_outline.png");
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if (touchScreenManager.supportTouchScreen) {
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this.load.image(joystickBaseKey, joystickBaseImg);
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@ -1954,7 +1957,7 @@ ${escapedMessage}
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player.setApiOutlineColor(addPlayerData.outlineColor);
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}
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if (addPlayerData.away !== undefined) {
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player.setAwayStatus(addPlayerData.away, true);
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player.setStatus(addPlayerData.away ? PlayerStatus.Away : PlayerStatus.Online, true);
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}
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this.MapPlayers.add(player);
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this.MapPlayersByKey.set(player.userId, player);
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@ -2106,7 +2109,7 @@ ${escapedMessage}
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character.showTalkIcon(message.details?.showVoiceIndicator);
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}
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if (message.details?.away !== undefined) {
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character.setAwayStatus(message.details?.away);
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character.setStatus(message.details?.away ? PlayerStatus.Away : PlayerStatus.Online);
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}
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}
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@ -34,7 +34,6 @@ export class PlayerMovement {
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const y =
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(this.endPosition.y - this.startPosition.y) * ((tick - this.startTick) / (this.endTick - this.startTick)) +
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this.startPosition.y;
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//console.log('Computed position ', x, y)
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return {
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x,
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y,
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@ -67,4 +67,20 @@ export class TexturesHelper {
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rectangleTexture.generateTexture(textureKey, width, height);
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rectangleTexture.destroy();
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}
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public static createCircleTexture(
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scene: Phaser.Scene,
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textureKey: string,
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radius: number,
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color: number,
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outlineColor?: number,
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outlineThickness?: number
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): void {
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const circleTexture = scene.add.graphics().fillStyle(color, 1).fillCircle(radius, radius, radius);
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if (outlineColor) {
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circleTexture.lineStyle(outlineThickness ?? 1, outlineColor).strokeCircle(radius, radius, radius);
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}
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circleTexture.generateTexture(textureKey, radius * 2, radius * 2);
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circleTexture.destroy();
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}
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}
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@ -28,7 +28,6 @@ export class Player extends Character {
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companionTexturePromise?: CancelablePromise<string>
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) {
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super(Scene, x, y, texturesPromise, name, direction, moving, 1, true, companion, companionTexturePromise);
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this.statusDot.setVisible(false);
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//the current player model should be push away by other players to prevent conflict
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this.getBody().setImmovable(false);
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}
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@ -471,6 +471,14 @@
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<a href="#" class="testLink" data-testmap="AwayModeSettings/away_mode_settings.json" target="_blank">Away mode settings</a>
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</td>
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</tr>
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<tr>
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<td>
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<input type="radio" name="test-status-indicator"> Success <input type="radio" name="test-status-indicator"> Failure <input type="radio" name="test-status-indicator" checked> Pending
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</td>
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<td>
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<a href="#" class="testLink" data-testmap="status_indicator.json" target="_blank">Test Status Indicator</a>
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</td>
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</tr>
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</table>
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</div>
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<script>
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maps/tests/status_indicator.json
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322
maps/tests/status_indicator.json
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@ -0,0 +1,322 @@
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{ "compressionlevel":-1,
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"height":17,
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"infinite":false,
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"layers":[
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{
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"height":17,
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"id":39,
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"name":"silentZone",
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"opacity":1,
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"properties":[
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{
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"name":"silent",
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"type":"bool",
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"value":true
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}],
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"type":"tilelayer",
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"visible":true,
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"width":31,
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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":17,
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"id":6,
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"name":"start",
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"opacity":1,
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"type":"tilelayer",
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"visible":true,
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"width":31,
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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":17,
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"id":7,
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"name":"collisions",
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"opacity":1,
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"type":"tilelayer",
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"visible":true,
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"width":31,
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"x":0,
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"y":0
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},
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{
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"name":"mapImage",
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"value":"https:\/\/thecodingmachine.github.io\/workadventure-map-starter-kit\/map.json"
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"name":"mapName",
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"name":"collides",
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}],
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"type":"map",
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"version":"1.6",
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"width":31
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}
|
Loading…
Reference in New Issue
Block a user