Room

A room represents the environment the critters interact with.

Description

A room represents the environment the critters interact with. Each room is layered in several different assets, including a background (can be an image or a video), foreground, props sprite-sheet, layout JSON, music, etc.

The following table shows the structure of room data. Each room's data was specified in the rooms base file which is fetched on page load.

Key
Type
Description

roomId

string

The internal name of the room, usually just a lowercase no-space version of the display name. (eg. tavern).

name

string

The display name of the room, pretty self-explanatory.

width

number

The width of the room.

height

number

The height of the room.

startX

number

The X position each player starts at when they join the room.

startY

number

The Y position each player starts at when they join the room.

startR

number

The rotation each player starts at when they join the room.

media

Record<string, string> (defined below)

The URLs of different assets the room requires.

layout

string

The URL of the layout JSON file. The layout file determines the position, width, height, registration point, etc of each prop in the room.

triggers

Array<Trigger>

The triggers in the room. For more information on triggers, go to the Trigger class documentation.

spriteSheet

string

The URL of the sprite-sheet JSON file.

extra

TO-DO (requires another page)

TO-DO

Room Media

The following table describes the structure of the media property of the above table, separated so the documentation is clearer.

Key
Type
Description

background

string

The URL of the background image.

foreground?

string

The URL of the foreground image.

treasure

string

The URL of the treasure image which defines the colliders for the room's triggers.

navMesh

string

The URL of the navigation mesh which determines where the player can walk in the room.

music?

string

The URL of the music in the room, if any.

video?

string

The URL of the video background of the room, if there is one. This was only used for the redesigned Bridge room.

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