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-var createScene = function () {
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- var scene = new BABYLON.Scene(engine);
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- // Create camera and light
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- var light = new BABYLON.PointLight("Point", new BABYLON.Vector3(5, 10, 5), scene);
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- var camera = new BABYLON.FreeCamera("Camera", new BABYLON.Vector3(0, 0, -30), scene);
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-
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- // Attach the Controls to the canvas
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- camera.attachControl(canvas, true);
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-
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- // Load the JSON file, for simplicity in this demonstration it is included in-line.
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- let atlasJSON = getJSONFile();
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-
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- // Load the SpriteSheet Associated with the JSON Atlas.
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- let spriteSheet = new BABYLON.Texture('./textures/spriteMap/none_trimmed/Legends_Level_A.png', scene,
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- false, //NoMipMaps
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- false, //InvertY usually false if exported from TexturePacker
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- BABYLON.Texture.NEAREST_NEAREST, //Sampling Mode
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- null, //Onload, you could spin up the sprite map in a function nested here
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- null, //OnError
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- null, //CustomBuffer
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- false, //DeleteBuffer
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- BABYLON.Engine.TEXTURETYPE_RGBA //ImageFormageType RGBA
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- );
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-
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- spriteSheet.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
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- spriteSheet.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; //Or Wrap, its up to you...
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-
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- let backgroundSize = new BABYLON.Vector2(200,60);
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-
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- let background = new BABYLON.SpriteMap('background', atlasJSON, spriteSheet,
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- {
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- stageSize: backgroundSize,
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- maxAnimationFrames:8,
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- baseTile : 42,
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- layerCount: 2,
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- flipU: true, //Sometimes you gotta flip the depending on the sprite format.
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- colorMultiply : new BABYLON.Vector3(0.3,0.3,0.3)
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- },
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- scene);
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-
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- //Set all the available tiles to the top left corner of the background for Visual debugging, and reference.
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- for(var i = 0; i<background.spriteCount; i++){
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- background.changeTiles(0, new BABYLON.Vector2(i + 1, backgroundSize.y - 1), i)
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- }
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-
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- //TILE, FRAME, NEXT TILE, Timing, Speed
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- //See documentation for Animation Map Information. - TODO
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- let eighth = 1 / 8
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- let speed = 0.005
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- background.addAnimationToTile(1, 0, 2, eighth * 1, speed)
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- background.addAnimationToTile(1, 1, 3, eighth * 2, speed)
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- background.addAnimationToTile(1, 2, 4, eighth * 3, speed)
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- background.addAnimationToTile(1, 3, 5, eighth * 4, speed)
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- background.addAnimationToTile(1, 4, 6, eighth * 5, speed)
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- background.addAnimationToTile(1, 5, 7, eighth * 6, speed)
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- background.addAnimationToTile(1, 6, 8, eighth * 7, speed)
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- background.addAnimationToTile(1, 7, 1, 1, speed)
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-
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- background.addAnimationToTile(25, 0, 26, eighth * 1, speed)
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- background.addAnimationToTile(25, 1, 27, eighth * 2, speed)
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- background.addAnimationToTile(25, 2, 28, eighth * 3, speed)
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- background.addAnimationToTile(25, 3, 29, eighth * 4, speed)
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- background.addAnimationToTile(25, 4, 30, eighth * 5, speed)
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- background.addAnimationToTile(25, 5, 31, eighth * 6, speed)
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- background.addAnimationToTile(25, 6, 29, eighth * 7, speed)
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- background.addAnimationToTile(25, 7, 25, 1, speed)
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-
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- background.addAnimationToTile(48, 0, 49, 0.25, speed)
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- background.addAnimationToTile(48, 1, 50, 0.5, speed)
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- background.addAnimationToTile(48, 2, 51, 0.75, speed)
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- background.addAnimationToTile(48, 4, 48, 1, speed)
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-
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- background.addAnimationToTile(49, 0, 50, 0.25, speed * 0.5)
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- background.addAnimationToTile(49, 1, 51, 0.5, speed * 0.5)
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- background.addAnimationToTile(49, 2, 48, 0.75, speed * 0.5)
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- background.addAnimationToTile(49, 4, 49, 1, speed * 0.5)
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-
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- background.addAnimationToTile(50, 0, 51, 0.25, speed * 0.3)
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- background.addAnimationToTile(50, 1, 48, 0.5, speed * 0.3)
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- background.addAnimationToTile(50, 2, 49, 0.75, speed * 0.3)
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- background.addAnimationToTile(50, 4, 50, 1, speed * 0.3)
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-
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- background.position.z = 5;
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-
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- //Procedurally Editing the Tiles
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- //Adding Water to BG
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- let tilePositions = []
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- for(let x = 15; x < backgroundSize.x - 15; x++){
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- for(let y = backgroundSize.y - 26; y > 0; y--){
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- if(x % 12 == 0){
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- tilePositions.push(new BABYLON.Vector2(x, y))
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- }
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- }
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- }
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- background.changeTiles(1, tilePositions, 1)
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-
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- //Adding Sewer Drains to BG
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- tilePositions = []
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- for(let x = 15; x < backgroundSize.x - 15; x++){
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- if(x % 12 == 0){
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- tilePositions.push(new BABYLON.Vector2(x, backgroundSize.y - 26))
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- }
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- }
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- background.changeTiles(1, tilePositions, 25)
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-
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- //More Water!
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- tilePositions = []
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- for(let x = 15; x < backgroundSize.x - 15; x++){
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- for(let y = backgroundSize.y - 12; y > 0; y--){
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- if((x + 6) % 12 == 0){
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- tilePositions.push(new BABYLON.Vector2(x, y))
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- }
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- }
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- }
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-
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- background.changeTiles(1, tilePositions, 1);
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-
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- tilePositions = [];
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-
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- //Random Array for placing variations of the torches animation.
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- let pTiles = [48, 49, 50, 48, 49, 50, 48];
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-
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- //Making the Base of the level
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- let levelSize = new BABYLON.Vector2(80,40);
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-
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- let levelBase = new BABYLON.SpriteMap('base', atlasJSON, spriteSheet,
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- {
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- stageSize: levelSize,
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- maxAnimationFrames:8,
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- baseTile : 42,
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- layerCount: 2,
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- flipU: true,
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- colorMultiply : new BABYLON.Vector3(0.6,0.6,0.6)
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- },
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- scene);
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-
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- //Duplicating over the animation map from the background system.
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- levelBase.animationMap = background.animationMap
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-
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-
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- //Making a hole.
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- tilePositions = []
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- for(let x = 15; x < levelSize.x - 15; x++){
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- for(let y = levelSize.y - 15; y > 15; y--){
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- tilePositions.push(new BABYLON.Vector2(x, y))
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- }
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- }
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- levelBase.changeTiles(0, tilePositions, 0)
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-
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- //Adding Columns
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- tilePositions = []
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- for(let x = 15; x < levelSize.x - 15; x++){
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- for(let y = levelSize.y - 16; y > 16; y--){
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- if(x % 6 == 0){
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- tilePositions.push(new BABYLON.Vector2(x, y))
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- }
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- }
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- }
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- levelBase.changeTiles(0, tilePositions, 23)
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-
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- //Adding Torches
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- for(let x = 15; x < levelSize.x - 15; x++){
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- if((x + 6) % 12 == 0){
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- levelBase.changeTiles(1, new BABYLON.Vector2(x, 18),
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- pTiles[Math.floor(Math.random()*pTiles.length)])
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- }
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- }
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-
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- //Adding Caps
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- tilePositions = []
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- for(let x =1 5; x < levelSize.x - 15; x++){
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- if(x % 6 == 0){
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- tilePositions.push(new BABYLON.Vector2(x, 16))
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- }
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- }
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- levelBase.changeTiles(0, tilePositions, 24)
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-
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- //Adding Bases
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- tilePositions = []
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- for(let x = 15; x < levelSize.x - 15; x++){
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- if(x % 6 == 0){
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- tilePositions.push(new BABYLON.Vector2(x, 25))
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- }
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- }
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- levelBase.changeTiles(0, tilePositions, 22)
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-
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- //Now this last section was created like all the last two, except it was later exported from the browser and saved.
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- //This shows how to load from the .tilemaps file
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-
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- levelStage = new BABYLON.SpriteMap('levelStage', atlasJSON, spriteSheet,
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- {
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- stageSize: levelSize,
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- maxAnimationFrames:8,
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- baseTile : 42,
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- layerCount: 2,
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- flipU: true
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- },
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- scene);
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-
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- levelStage.loadTileMaps('./textures/spriteMap/none_trimmed/levelStage.tilemaps')
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- levelStage.animationMap = background.animationMap
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- levelStage.position.z = -5
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-
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- //To download .tilemaps file for this SpriteMap uncomment the below line.
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- //levelStage.saveTileMaps();
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-
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- return scene;
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-}
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-
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-const getJSONFile = ()=>{
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- return {"frames": [
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-{
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- "filename": "blank.png",
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- "frame": {"x":221,"y":221,"w":1,"h":1},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Falling-Water-0.png",
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- "frame": {"x":1,"y":1,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Falling-Water-1.png",
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- "frame": {"x":1,"y":36,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Falling-Water-2.png",
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- "frame": {"x":1,"y":71,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Falling-Water-3.png",
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- "frame": {"x":1,"y":106,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Falling-Water-4.png",
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- "frame": {"x":1,"y":141,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Falling-Water-5.png",
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- "frame": {"x":1,"y":176,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Falling-Water-6.png",
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- "frame": {"x":1,"y":211,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Falling-Water-7.png",
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- "frame": {"x":1,"y":246,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Large-Column-Light-0.png",
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- "frame": {"x":36,"y":1,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Large-Column-Light-1.png",
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- "frame": {"x":71,"y":1,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Large-Column-Light-2.png",
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- "frame": {"x":106,"y":1,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Large-Column-Light-3.png",
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- "frame": {"x":141,"y":1,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Large_Column-0.png",
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- "frame": {"x":176,"y":1,"w":32,"h":32},
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- "rotated": false,
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- "trimmed": false,
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- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
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- "sourceSize": {"w":32,"h":32}
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-},
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-{
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- "filename": "Large_Column-1.png",
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- "frame": {"x":211,"y":1,"w":32,"h":32},
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