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⚔️ TypescriptZelda 🏰

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A game that can be easly modified to be anything anyone wants it to be. Cross platform, developed using Electron and Typescript as well as ExcaliburJS.

  • 💪 Any pull requests are strongly appreciated!
  • 🆘 Please log as many bugs as possible!
  • 👻 Please share, I would like to get as many people looking as possible so this project doesn't dissapear

🕹 Controls

Move with: W(👆), A(👈), S(👇), D(👉)

🎒 Inventory:

  • ➡ Switch inventory item to the next item using the 'M' key
  • ⬅ Switch inventory item to the previous item using the 'N' key
  • ⏱ Quick select an inventory item with the number keys: 1-5

🤺 The 'Space Bar' will activate your currently selected item

🏗 Setup

Setting up is easy:

git clone https://github.com/kevin192291/typescriptZelda.git
cd typescriptZelda
npm i
npm run start

🗺 Making TileMaps

Making tile maps has been made as easy as I can make it. Designing a tile map is done with Tiled

✏️ Creating a new map

  • In Tiled, Click "File" -> "New" -> "New Map" (or CTRL+N)
  • Select a fixed file amount Width of 30 and Height of 30 is recommended.
  • IMPORTANT Change the "Save as type" dropdown to "JSON map files (.json)"
  • Add a tileset by clicking "Map" from the top menu and click "Add External Tileset..."
  • Select the .json type tileset from the tilesets folder
  • IMPORTANT The tileset image will now be displayed in Tiled's "tilesets" selection view, typically on the right, just under the tile images, click "Embed Tileset".
  • COMPLETE!

🕳 Adding a Warp Zone

A warp zone is a tile that if entered by the player, it will move the user to a new map. an example of this would be if a user steps on a door tile, the user should then be transported to the map, that would be inside the house that the door belongs to.

In Tiled, there is a "Layers" section, Click a layer (I recommend a layer called "warpZones"). On the left, there will be a Layer Properties section, at the bottom click the "+" button and add a new "String" type called "placeData". The place data should be a valid JSON string. Have a key being a string containing the X,Y coords of a tile. to get the X,Y coords of a specific tile, mouse over that tile, and get the X,Y position. Lets say tile number: 17,12 we must then multiply each number by 16 to get: 272,192 That will be our Key. Then add an object under that key using { } it must have a type, in this case, warp, and a scene that will be transitioned to. Lets say overworld2 Here is an example:

[
  {"272,192": {"type":"warp", "scene": "overworld2"}}
]

Currently the naming convention for tile maps is <number>,<number>.json. The number grid system will be what is used to navigate from one grid section to another.

🔜 Coming soon: A CLI to assite with adding:

  • Grid Sectiosn
  • Items
  • NPCs

If you need to test your JSON you can test it here Test the map by running the game, It should work succesfully.

About

A game designed by me (using graphics and sprites not designed by me) with Typescript, Electron and ExcaliburJS

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