Merge pull request #219 from thecodingmachine/createyourmapdoc
Adding documentation page regarding editing your own map
This commit is contained in:
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README.md
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README.md
@ -36,54 +36,6 @@ 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 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.
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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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![](doc/images/tiled_screenshot_1.png)
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### Defining a default entry point
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In order to define a default start position, you MUST create a layer named "start" on your map.
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This layer MUST contain at least one tile. The players will start on the tile of this layer.
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If the layer contains many tiles selected, the players will start randomly on one of those tiles.
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### Defining exits
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In order to place an exit on your scene that leads to another scene:
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- You must create a specific layer. When a character reaches ANY tile of that layer, it will exit the scene.
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- In layer properties, you MUST add "exitSceneUrl" property. It represents the map URL of the next scene. For example : `/<map folder>/<map>.json`. Be careful, if you want the next map to be correctly loaded, you must check that the map files are in folder `back/src/Assets/Maps/<your map folder>`. The files will be accessible by url `<HOST>/map/files/<your map folder>/...`.
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- In layer properties, you CAN add an "exitInstance" property. If set, you will join the map of the specified instance. Otherwise, you will stay on the same instance.
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- If you want to have multiple exits, you can create many layers with name "exit". Each layer has a different key `exitSceneUrl` and have tiles that represent exits to another scene.
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![](doc/images/exit_layer_map.png)
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### Defining several entry points
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Often your map will have several exits, and therefore, several entry points. For instance, if there
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is an exit by a door that leads to the garden map, when you come back from the garden you expect to
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come back by the same door. Therefore, a map can have several entry points.
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Those entry points are "named" (they have a name).
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In order to create a named entry point:
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- You must create a specific layer. When a character enters the map by this entry point, it will enter the map randomly on ANY tile of that layer.
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- In layer properties, you MUST add a boolean "startLayer" property. It should be set to true.
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- The name of the entry point is the name of the layer
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- To enter via this entry point, simply add a hash with the entry point name to the URL ("#[*startLayerName*]"). For instance: "https://workadventu.re/_/global/mymap.com/path/map.json#my-entry-point".
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- You can of course use the "#" notation in an exit scene URL (so an exit scene URL will point to a given entry scene URL)
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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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website/dist/choose-map.html
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website/dist/choose-map.html
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@ -38,6 +38,11 @@
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<body class="choose-map">
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<div class="container-fluid container-lg section pt-5">
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<h1 class="text-center pixel-title">CHOOSE YOUR MAP !</h1>
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<div class="row">
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<div class="col text-center">
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<p>Pick a map that suits your mood! If you don't find what you need, you can always <a href="create-map.html">CREATE YOUR OWN map</a>.</p>
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</div>
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</div>
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<div class="row no-gutters justify-content-center">
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<div class="col-12 col-sm-6 col-md-4">
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<div class="map-item" data-url="npeguin.github.io/skapa-map/map.json" id="map_1">
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@ -90,6 +95,11 @@
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</div>
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</div>
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</div>
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<div class="row">
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<div class="col text-center">
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<p>Could not find what you need? No worries, you can always <a href="create-map.html">CREATE YOUR OWN map</a>.</p>
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</div>
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</div>
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</div>
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<div class="container-fluid container-lg section text-center" id="map-link-container" style="display: none;">
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<h1 class="mb-3">YOUR MAP URL IS</h1>
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website/dist/create-map.html
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<!doctype html>
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<html class="no-js" lang="">
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<head>
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<!-- Global site tag (gtag.js) - Google Analytics -->
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<script async src="https://www.googletagmanager.com/gtag/js?id=UA-10196481-11"></script>
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<script>
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window.dataLayer = window.dataLayer || [];
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function gtag(){dataLayer.push(arguments);}
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gtag('js', new Date());
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gtag('config', 'UA-10196481-11');
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</script>
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<link rel="apple-touch-icon" sizes="57x57" href="static/images/favicons/apple-icon-57x57.png">
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<link rel="apple-touch-icon" sizes="60x60" href="static/images/favicons/apple-icon-60x60.png">
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<link rel="apple-touch-icon" sizes="72x72" href="static/images/favicons/apple-icon-72x72.png">
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<link rel="apple-touch-icon" sizes="76x76" href="static/images/favicons/apple-icon-76x76.png">
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<link rel="apple-touch-icon" sizes="114x114" href="static/images/favicons/apple-icon-114x114.png">
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<link rel="apple-touch-icon" sizes="120x120" href="static/images/favicons/apple-icon-120x120.png">
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<link rel="apple-touch-icon" sizes="144x144" href="static/images/favicons/apple-icon-144x144.png">
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<link rel="apple-touch-icon" sizes="152x152" href="static/images/favicons/apple-icon-152x152.png">
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<link rel="apple-touch-icon" sizes="180x180" href="static/images/favicons/apple-icon-180x180.png">
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<link rel="icon" type="image/png" sizes="192x192" href="static/images/favicons/android-icon-192x192.png">
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<link rel="icon" type="image/png" sizes="32x32" href="static/images/favicons/favicon-32x32.png">
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<link rel="icon" type="image/png" sizes="96x96" href="static/images/favicons/favicon-96x96.png">
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<link rel="icon" type="image/png" sizes="16x16" href="static/images/favicons/favicon-16x16.png">
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<link rel="manifest" href="static/images/favicons/manifest.json">
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<meta name="msapplication-TileColor" content="#000000">
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<meta name="msapplication-TileImage" content="static/images/favicons/ms-icon-144x144.png">
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<meta name="theme-color" content="#000000">
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<meta charset="utf-8">
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<title>Choose map - WorkAdventu.re</title>
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<link rel="stylesheet" href="main.css">
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<script src="bundle.js"></script>
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</head>
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<body class="create-map">
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<div class="container-fluid container-lg section pt-5">
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<h1 class="text-center pixel-title">CREATE YOUR MAP !</h1>
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<div class="row">
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<div class="col text-center">
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<p>Learn how to create your own map! If you want to go the easy route, you can instead <a href="choose-map.html">PICK A PREBUILT MAP</a>.</p>
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</div>
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</div>
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<div class="row">
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<div class="col">
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<h2 id="tools-you-will-need" class="pixel-title">Tools you will need</h2>
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<p>In order to build your own map for WorkAdventure, you need:</p>
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<ul>
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<li>the <a href="https://www.mapeditor.org/">Tiled editor</a> software</li>
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<li>"tiles" (i.e. images) to create your map (this starter kit provides a good default tileset for offices)</li>
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<li>a web-server to serve your map (this starter kit proposes to use Github static pages as a web-server which is both free and performant)</li>
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</ul>
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<p>WorkAdventure comes with a "map starter kit" that we recommend using to start designing your map quickly.</p>
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<h2 id="getting-started" class="pixel-title">Getting started</h2>
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<p>Start by <a href="https://github.com/join">creating a GitHub account</a> if you don't already have one.</p>
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<p>Then, go to the <a href="https://github.com/thecodingmachine/workadventure-map-starter-kit">Github map starter kit repository page</a>
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and click the <strong>"Use this template"</strong> button.</p>
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<p class="text-center"><img src="docs/use_this_template.png" alt="" style="width: 70%"></p>
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<p>You will be prompted to enter a repository name for your map.</p>
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<p class="text-center"><img src="docs/create_repo.png" alt="" style="width: 70%"></p>
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<p>Be sure to keep the repository "Public".</p>
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<p>In your newly created repository, click on the <strong>Settings tab</strong> and scroll down to the <strong>GitHub Pages</strong> section.
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Then select the <strong>gh-pages</strong> branch. It might already be selected, but please be sure to click on it nonetheless (otherwise
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GitHub will not enable GitHub pages that we use to host your map.</p>
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<p class="text-center"><img src="docs/github_pages.png" alt="" style="width: 70%"></p>
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<p>Wait a few minutes a Github will deploy a new website with the content of the repository.
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The address of the website is visible in the "GitHub Pages" section.</p>
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<p class="text-center"><img src="docs/website_address.png" alt="" style="width: 70%"></p>
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<p>Click on the link. You should be redirected directly to WorkAdventure, on your map!</p>
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<h2 id="customizing-your-map" class="pixel-title">Customizing your map</h2>
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<p>Your map is now up and online, but this is still the demo map from the starter kit. You need to customize it.</p>
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<h3 id="cloning-the-map" class="pixel-title">Cloning the map</h3>
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<p>Start by cloning the map. If you are used to Git and GitHub, simply clone the map
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to your computer using your preferred tool and <a href="#loading-the-map-in-tiled">jump to the next chapter</a>.</p>
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<p>If you are new to Git, cloning the map means downloading the map to your computer.
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To do this, you will need Git, or a Git compatible tool. Our advice is to use
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<a href="https://desktop.github.com/">GitHub Desktop</a>. We recommend you take some time mastering
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the notion of pull / commit / push as this will make uploading your maps really easier.</p>
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<p>As an (easier) alternative, you can simply use the "Export" button to download the code of the map in a big Zip file.
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When you want to upload your work again, you will simply drag'n'drop your files in the GitHub website.</p>
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<h3 id="loading-the-map-in-tiled" class="pixel-title">Loading the map in Tiled</h3>
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<p>The sample map is in the file <code>map.json</code>.
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You can load this file in <a href="https://www.mapeditor.org/">Tiled</a>.</p>
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<p>Now, it's up to you to edit the map and write your own map.</p>
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<p>Some resources regarding Tiled:</p>
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<ul>
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<li><a href="https://doc.mapeditor.org/en/stable/manual/introduction/" target="_blank">Tiled documentation</a></li>
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<li><a href="https://www.gamefromscratch.com/post/2015/10/14/Tiled-Map-Editor-Tutorial-Series.aspx" target="_blank">Tiled video tutorials</a></li>
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</ul>
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<h2 id="about-workadventu-re-maps" class="pixel-title">About WorkAdventure maps</h2>
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<p>In order to design a map that will be readable by WorkAdventure, you will have to respect some constraints.</p>
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<p>In particular, you will need to:</p>
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<ul>
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<li>set a start position for the players</li>
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<li>configure the "floor layer" (so that WorkAdventure can correctly display characters above the floor, but under the ceiling)</li>
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<li>eventually, you can place exits that link to other maps</li>
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</ul>
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<h3 id="workadventure-maps-rules" class="pixel-title">WorkAdventure Map Rules</h3>
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<p>A few things to notice:</p>
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<ul>
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<li>your map can have as many layers as you want</li>
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<li>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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Every layer above the "floorLayer" will be displayed on top of the characters.</li>
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<li>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.</li>
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<li>your map MUST be exported in JSON format. You need to use a recent version of Tiled to get JSON format export (1.3+)</li>
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<li>WorkAdventure doesn't support object layers and will ignore them</li>
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<li>If you are starting from a blank map, your map MUST be orthogonal and tiles size should be 32x32. </li>
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</ul>
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<p class="text-center"><img src="docs/tiled_screenshot_1.png" alt="" style="width: 70%"></p>
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<h3 id="defining-a-default-entry-point" class="pixel-title">Defining a default entry point</h3>
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<p>In order to define a default start position, you MUST create a layer named "start" on your map.
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This layer MUST contain at least one tile. The players will start on the tile of this layer.
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If the layer contains many tiles selected, the players will start randomly on one of those tiles.</p>
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<p class="text-center"><img src="docs/start_layer.png" alt="Start layer screenshot" style="width: 70%"></p>
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<p>In the screenshot above, the start layer is made of the 2 white tiles. These tiles are
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not visible to the end user because they are hidden below the "bottom" layer that displays the floor
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of the map.</p>
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<h3 id="defining-exits" class="pixel-title">Defining exits</h3>
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<p>In order to place an exit on your scene that leads to another scene:</p>
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<ul>
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<li>You must create a specific layer. When a character reaches ANY tile of that layer, it will exit the scene.</li>
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<li>In layer properties, you MUST add "exitSceneUrl" property. It represents the map URL of the next scene. For example : <code>/<map folder>/<map>.json</code>. Be careful, if you want the next map to be correctly loaded, you must check that the map files are in folder <code>back/src/Assets/Maps/<your map folder></code>. The files will be accessible by url <code><HOST>/map/files/<your map folder>/...</code>.</li>
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<li>In layer properties, you CAN add an "exitInstance" property. If set, you will join the map of the specified instance. Otherwise, you will stay on the same instance.</li>
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<li>If you want to have multiple exits, you can create many layers with name "exit". Each layer has a different key <code>exitSceneUrl</code> and have tiles that represent exits to another scene.</li>
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</ul>
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<p class="text-center"><img src="docs/exit_layer_map.png" alt="" style="width: 90%"></p>
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<h3 id="defining-several-entry-points" class="pixel-title">Defining several entry points</h3>
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<p>Often your map will have several exits, and therefore, several entry points. For instance, if there
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is an exit by a door that leads to the garden map, when you come back from the garden you expect to
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come back by the same door. Therefore, a map can have several entry points.
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Those entry points are "named" (they have a name).</p>
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<p>In order to create a named entry point:</p>
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<ul>
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<li>You must create a specific layer. When a character enters the map by this entry point, it will enter the map randomly on ANY tile of that layer.</li>
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<li>In layer properties, you MUST add a boolean "startLayer" property. It should be set to true.</li>
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<li>The name of the entry point is the name of the layer</li>
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<li>To enter via this entry point, simply add a hash with the entry point name to the URL ("#[<em>startLayerName</em>]"). For instance: "<a href="https://workadventu.re/_/global/mymap.com/path/map.json#my-entry-point">https://workadventu.re/_/global/mymap.com/path/map.json#my-entry-point</a>".</li>
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<li>You can of course use the "#" notation in an exit scene URL (so an exit scene URL will point to a given entry scene URL)</li>
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</ul>
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<h3 id="pushing-the-map" class="pixel-title">Pushing the map</h3>
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<p>When your changes are ready, you need to "commit" and "push" (i.e. "upload") the changes back to GitHub.
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Just wait a few minutes, and your map will be propagated automatically to the GitHub pages web-server.</p>
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<h3 id="need-some-help" class="pixel-title">Need some help?</h3>
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<p>WorkAdventure is a young project and much needs to be said / written regarding map editing.</p>
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<p>If you are facing any troubles, do not hesitate to open an "issue" in the
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<a href="https://github.com/thecodingmachine/workadventure/issues" target="_blank">GitHub WorkAdventure account</a>.</p>
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</div>
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</div>
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</div>
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</body>
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</html>
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$body-bg: #000;
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$body-color: #fff;
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$font-family-sans-serif: Courier, "04b03", -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji";
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$h2-font-size: 1.5rem;
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$h2-font-size: 1.5rem;
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$h3-font-size: 1.3rem;
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