Adding automatic loading of layers
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README.md
13
README.md
@ -32,6 +32,17 @@ 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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![](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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@ -98,4 +109,4 @@ Vagrant destroy
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* `Vagrant destroy`: delete your VM Vagrant.
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## Features developed
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You have more details of features developed in back [README.md](./back/README.md).
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You have more details of features developed in back [README.md](./back/README.md).
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doc/images/tiled_screenshot_1.png
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doc/images/tiled_screenshot_1.png
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front/dist/maps/map2.json
vendored
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front/dist/maps/map2.json
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@ -3,7 +3,7 @@ import {MessageUserPositionInterface} from "../../Connexion";
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import {CurrentGamerInterface, GamerInterface, Player} from "../Player/Player";
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import {DEBUG_MODE, RESOLUTION, ZOOM_LEVEL} from "../../Enum/EnvironmentVariable";
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import Tile = Phaser.Tilemaps.Tile;
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import {ITiledMap} from "../Map/ITiledMap";
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import {ITiledMap, ITiledTileSet} from "../Map/ITiledMap";
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export enum Textures {
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Rock = 'rock',
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@ -26,7 +26,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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Map: Phaser.Tilemaps.Tilemap;
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Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
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Objects : Array<Phaser.Physics.Arcade.Sprite>;
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tilesetKeys : Array<string>;
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map: ITiledMap;
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startX = (window.innerWidth / 2) / RESOLUTION;
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startY = (window.innerHeight / 2) / RESOLUTION;
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@ -37,7 +37,6 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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});
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this.RoomId = RoomId;
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this.GameManager = GameManager;
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this.tilesetKeys = [];
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this.Terrains = [];
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}
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@ -47,11 +46,10 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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this.load.on('filecomplete-tilemapJSON-'+Textures.Map, (key: string, type: string, data: any) => {
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// Triggered when the map is loaded
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// Load tiles attached to the map recursively
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let map: ITiledMap = data.data;
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map.tilesets.forEach((tileset) => {
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this.map = data.data;
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this.map.tilesets.forEach((tileset) => {
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let path = mapUrl.substr(0, mapUrl.lastIndexOf('/'));
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this.load.image(tileset.name, path + '/' + tileset.image);
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this.tilesetKeys.push(tileset.name);
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})
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});
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this.load.tilemapTiledJSON(Textures.Map, mapUrl);
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@ -70,8 +68,8 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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//initalise map
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this.Map = this.add.tilemap("map");
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this.tilesetKeys.forEach((key: string) => {
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this.Terrains.push(this.Map.addTilesetImage(key, key));
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this.map.tilesets.forEach((tileset: ITiledTileSet) => {
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this.Terrains.push(this.Map.addTilesetImage(tileset.name, tileset.name));
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});
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//permit to set bound collision
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@ -79,8 +77,18 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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//add layer on map
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this.Layers = new Array<Phaser.Tilemaps.StaticTilemapLayer>();
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this.addLayer( this.Map.createStaticLayer("Calque 1", this.Terrains, 0, 0).setDepth(-2) );
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this.addLayer( this.Map.createStaticLayer("Calque 2", this.Terrains, 0, 0).setDepth(-1) );
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let depth = -2;
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this.map.layers.forEach((layer) => {
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if (layer.type === 'tilelayer') {
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this.addLayer( this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth) );
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} else if (layer.type === 'objectgroup' && layer.name === 'floorLayer') {
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depth = -1;
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}
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});
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if (depth === -2) {
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throw new Error('Your map MUST contain a layer of type "objectgroup" whose name is "floorLayer" that represents the layer characters are drawn at.');
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}
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//add entities
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this.Objects = new Array<Phaser.Physics.Arcade.Sprite>();
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