Backporting master changes
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11
README.md
11
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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BIN
doc/images/tiled_screenshot_1.png
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BIN
doc/images/tiled_screenshot_1.png
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After Width: | Height: | Size: 26 KiB |
25
front/dist/maps/map2.json
vendored
25
front/dist/maps/map2.json
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File diff suppressed because one or more lines are too long
@ -3,13 +3,13 @@ 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, ITiledTileSet} from "../Map/ITiledMap";
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import {cypressAsserter} from "../../Cypress/CypressAsserter";
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export enum Textures {
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Rock = 'rock',
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Player = 'playerModel',
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Map = 'map',
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Tiles = 'tiles'
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Map = 'map'
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}
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export interface GameSceneInterface extends Phaser.Scene {
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@ -21,28 +21,40 @@ export interface GameSceneInterface extends Phaser.Scene {
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export class GameScene extends Phaser.Scene implements GameSceneInterface{
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GameManager : GameManagerInterface;
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RoomId : string;
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Terrain : Phaser.Tilemaps.Tileset;
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Terrains : Array<Phaser.Tilemaps.Tileset>;
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CurrentPlayer: CurrentGamerInterface;
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MapPlayers : Phaser.Physics.Arcade.Group;
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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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map: ITiledMap;
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startX = (window.innerWidth / 2) / RESOLUTION;
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startY = (window.innerHeight / 2) / RESOLUTION;
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constructor(RoomId : string, GameManager : GameManagerInterface) {
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super({
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key: "GameScene"
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});
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this.RoomId = RoomId;
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this.GameManager = GameManager;
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this.Terrains = [];
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}
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//hook preload scene
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preload(): void {
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cypressAsserter.preloadStarted();
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this.load.image(Textures.Tiles, 'maps/tiles.png');
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this.load.tilemapTiledJSON(Textures.Map, 'maps/map2.json');
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let mapUrl = 'maps/map2.json';
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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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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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})
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});
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this.load.tilemapTiledJSON(Textures.Map, mapUrl);
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this.load.image(Textures.Rock, 'resources/objects/rockSprite.png');
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this.load.spritesheet(Textures.Player,
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'resources/characters/pipoya/Male 01-1.png',
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@ -60,16 +72,27 @@ 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.Terrain = this.Map.addTilesetImage("tiles", "tiles");
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this.Map.createStaticLayer("tiles", "tiles");
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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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this.physics.world.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
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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.Terrain], 0, 0).setDepth(-2) );
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this.addLayer( this.Map.createStaticLayer("Calque 2", [this.Terrain], 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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113
front/src/Phaser/Map/ITiledMap.ts
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113
front/src/Phaser/Map/ITiledMap.ts
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@ -0,0 +1,113 @@
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/**
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* Tiled Map Interface
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*
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* Represents the interface for the Tiled exported data structure (JSON). Used
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* when loading resources via Resource loader.
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*/
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export interface ITiledMap {
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width: number;
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height: number;
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layers: ITiledMapLayer[];
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nextobjectid: number;
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/**
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* Map orientation (orthogonal)
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*/
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orientation: string;
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properties: {[key: string]: string};
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/**
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* Render order (right-down)
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*/
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renderorder: string;
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tileheight: number;
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tilewidth: number;
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tilesets: ITiledTileSet[];
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version: number;
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}
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export interface ITiledMapLayer {
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data: number[]|string;
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height: number;
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name: string;
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opacity: number;
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properties: {[key: string]: string};
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encoding: string;
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compression?: string;
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/**
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* Type of layer (tilelayer, objectgroup)
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*/
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type: string;
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visible: boolean;
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width: number;
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x: number;
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y: number;
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/**
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* Draw order (topdown (default), index)
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*/
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draworder: string;
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objects: ITiledMapObject[];
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}
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export interface ITiledMapObject {
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id: number;
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/**
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* Tile object id
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*/
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gid: number;
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height: number;
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name: string;
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properties: {[key: string]: string};
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rotation: number;
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type: string;
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visible: boolean;
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width: number;
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x: number;
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y: number;
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/**
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* Whether or not object is an ellipse
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*/
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ellipse: boolean;
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/**
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* Polygon points
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*/
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polygon: {x: number, y: number}[];
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/**
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* Polyline points
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*/
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polyline: {x: number, y: number}[];
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}
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export interface ITiledTileSet {
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firstgid: number;
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image: string;
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imageheight: number;
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imagewidth: number;
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margin: number;
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name: string;
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properties: {[key: string]: string};
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spacing: number;
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tilecount: number;
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tileheight: number;
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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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/**
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* Refers to external tileset file (should be JSON)
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*/
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source: string;
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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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}
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