821e224aac
Images belong to the docs, so they should sit next to the documentation files in the /docs directory.
93 lines
4.5 KiB
Markdown
93 lines
4.5 KiB
Markdown
{.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="images/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 character 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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![](images/collides-1.png){.document-img}
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2. right click on a tile of the tileset to select it:
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![](images/collides-2.png){.document-img}
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3. on the left pane in the custom properties section, right click and select "Add properties":
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![](images/collides-3.png){.document-img}
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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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![](images/collides-4.png){.document-img}
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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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