Adding documentation page regarding editing your own map
This commit adds a new documentation page to the website explaining how to create your own map.
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README.md
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README.md
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@ -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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### 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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### 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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