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-rw-r--r--client/src/akkamon/scenes/BootScene.ts39
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diff --git a/client/src/akkamon/scenes/BootScene.ts b/client/src/akkamon/scenes/BootScene.ts
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+import Phaser from 'phaser';
+
+import { AkkamonWorldScene } from './AkkamonWorldScene';
+
+export class BootScene extends AkkamonWorldScene {
+ constructor() {
+ super('BootScene')
+ }
+
+ init(): void {
+ }
+
+ preload(): void {
+ this.load.image("tiles", "assets/tilesets/akkamon-demo-extruded.png");
+ // load from json!
+ this.load.tilemapTiledJSON("map", "assets/tilemaps/akkamon-demo-tilemap.json");
+
+ // An atlas is a way to pack multiple images together into one texture. I'm using it to load all
+ // the player animations (walking left, walking right, etc.) in one image. For more info see:
+
+ // https://labs.phaser.io/view.html?src=src/animation/texture%20atlas%20animation.js
+ // If you don't use an atlas, you can do the same thing with a spritesheet, see:
+ // https://labs.phaser.io/view.html?src=src/animation/single%20sprite%20sheet.js
+ this.load.atlas("atlas",
+ "assets/atlas/atlas.png",
+ "assets/atlas/atlas.json");
+
+ this.load.image("menu", "assets/images/pMenu.png");
+ this.load.image("menupicker", "assets/images/menupicker.png");
+ }
+
+ create(): void {
+ this.scene
+ .launch('DemoScene')
+ .launch('AkkamonUI')
+ .remove()
+ }
+}
+