Breadcrumb Trail

{Introduction }

Placing ||sprites:sprites|| on a ||scene:tilemap|| can be a great way to set up levels for your player to explore. These ||sprites:sprites|| can be used as decoration or as objects that the player can interact with.

In this case, you will create a scene where breadcrumbs are placed on the grass in a forest setting.

Breadcrumb trail being created

{Step 1}

Find ||scene:set tilemap to|| in ||scene:Scene|| and drag it into the ||loops:on start||. Open the tilemap editor and use the paint bucket tool to fill the canvas with a grassy background.

tiles.setTilemap(tilemap`level_0`)

{Step 2}

Open the image editor for the ||scene:tilemap|| again. Draw a path from the top left to the bottom right with a different tile.

tiles.setTilemap(tilemap`level_1`)

{Step 3}

Find ||loops:for element value of list|| and place it after the ||scene:set tilemap to|| block.

let list: number[] = []
tiles.setTilemap(tilemap`level_1`)
for (let value of list) {

}

{Step 4}

Find ||scene:array of all locations|| in ||scene:Scene||. Place it in the ||loops:for element value of list|| block on top of ||variables:list||. Select the tile you drew diagonally across the map. The loop will now run once for every tile of that type in the tilemap.

tiles.setTilemap(tilemap`level_1`)
for (let value of tiles.getTilesByType(sprites.castle.tileDarkGrass2)) {

}

{Step 5}

Find ||variables(sprites):set mySprite to sprite of kind player|| in ||sprites:Sprites|| and drag it into the ||loops:for element|| loop. Draw breadcrumbs for the image of the sprite. This will create a new ||sprites:Sprite|| for every one of the selected ||scene:tiles|| in the ||scene:tilemap||.

let mySprite: Sprite = null
tiles.setTilemap(tilemap`level_1`)
for (let value of tiles.getTilesByType(sprites.castle.tileDarkGrass2)) {
    mySprite = sprites.create(img`
        . . . . . . . . . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . d . . . . . . d . .
        . . . . . d e d . . . . . . . .
        . . . . . . d e d . . . . . . .
        . . . . . . . d . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . . . . d d . . . . .
        . . . . . . . . . e e d . . . .
        . . . . . . . . . d e d . . . .
        . . . . e . . . . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . . . . . d d d d . .
        . . . . . . . . . . d e e d . .
        . . . . d . . . . . d e d d . .
        . . . . . . . . . . d d d . . .
    `, SpriteKind.Player)
}

{Step 6}

Find ||scene:place mySprite on top of tilemap col row|| and place it after ||variables(sprites):set mySprite to||. Drag ||variables:value|| from the ||loops:for loop|| to ||variables:tilemap col row||. Make sure ||variables(noclick):mySprite|| is the ||variables:variable|| for the ||sprites:sprite|| you just created. This will place the breadcrumbs on each ||scene:tile|| of the diagonal line.

let mySprite: Sprite = null
tiles.setTilemap(tilemap`level_1`)
for (let value of tiles.getTilesByType(sprites.castle.tileDarkGrass2)) {
    mySprite = sprites.create(img`
        . . . . . . . . . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . d . . . . . . d . .
        . . . . . d e d . . . . . . . .
        . . . . . . d e d . . . . . . .
        . . . . . . . d . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . . . . d d . . . . .
        . . . . . . . . . e e d . . . .
        . . . . . . . . . d e d . . . .
        . . . . e . . . . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . . . . . d d d d . .
        . . . . . . . . . . d e e d . .
        . . . . d . . . . . d e d d . .
        . . . . . . . . . . d d d . . .
    `, SpriteKind.Player)
    tiles.placeOnTile(mySprite, value)
}

{Step 7}

If you want to make the tile below the sprite look the same as the others so that it doesn’t stand out from other tiles, find ||scene:set at tilemap col row|| in ||scene:Scene|| and place it after ||variables(sprites):set mySprite to||. Drag ||variables:value|| on top of ||scene:tilemap col row||, and select the tile you want the tile to become (in this case, the same as the other tiles).

Example showing how to complete this step

let mySprite: Sprite = null
tiles.setTilemap(tilemap`level_1`)
for (let value of tiles.getTilesByType(sprites.castle.tileDarkGrass2)) {
    mySprite = sprites.create(img`
        . . . . . . . . . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . d . . . . . . d . .
        . . . . . d e d . . . . . . . .
        . . . . . . d e d . . . . . . .
        . . . . . . . d . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . . . . d d . . . . .
        . . . . . . . . . e e d . . . .
        . . . . . . . . . d e d . . . .
        . . . . e . . . . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . . . . . d d d d . .
        . . . . . . . . . . d e e d . .
        . . . . d . . . . . d e d d . .
        . . . . . . . . . . d d d . . .
    `, SpriteKind.Player)
    tiles.placeOnTile(mySprite, value)
    tiles.setTileAt(value, sprites.castle.tileDarkGrass3)
}

{Complete}

Congratulations, your forest is complete! If you want to see the breadcrumbs placed one by one, add a ||loops:pause|| inside the ||loops:for element|| loop.

let mySprite: Sprite = null
tiles.setTilemap(tilemap`level_1`)
for (let value of tiles.getTilesByType(sprites.castle.tileDarkGrass2)) {
    mySprite = sprites.create(img`
        . . . . . . . . . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . d . . . . . . d . .
        . . . . . d e d . . . . . . . .
        . . . . . . d e d . . . . . . .
        . . . . . . . d . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . . . . d d . . . . .
        . . . . . . . . . e e d . . . .
        . . . . . . . . . d e d . . . .
        . . . . e . . . . . . . . . . .
        . . . . . . . . . . . . . . . .
        . . . . . . . . . . d d d d . .
        . . . . . . . . . . d e e d . .
        . . . . d . . . . . d e d d . .
        . . . . . . . . . . d d d . . .
    `, SpriteKind.Player)
    tiles.placeOnTile(mySprite, value)
    tiles.setTileAt(value, sprites.castle.tileDarkGrass3)
    pause(350)
}
{
    "transparency16": {
        "data": "hwQQABAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==",
        "mimeType": "image/x-mkcd-f4",
        "tilemapTile": true
    },
    "level_0": {
        "id": "level_0",
        "mimeType": "application/mkcd-tilemap",
        "data": "MTAxMDAwMTAwMDAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMA==",
        "tileset": [
            "myTiles.transparency16",
            "sprites.castle.tileDarkGrass3"
        ]
    },
    "level_1": {
        "id": "level_1",
        "mimeType": "application/mkcd-tilemap",
        "data": "MTAxMDAwMTAwMDAyMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDIwMjAyMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDIwMjAyMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDIwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMjAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAyMDIwMjAyMDIwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMjAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAyMDIwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMjAyMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDIwMjAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAyMDIwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMjAyMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDIwMjAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAyMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMjAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDEwMTAxMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMA==",
        "tileset": [
            "myTiles.transparency16",
            "sprites.castle.tileDarkGrass3",
            "sprites.castle.tileDarkGrass2"
        ]
    },
    "*": {
        "mimeType": "image/x-mkcd-f4",
        "dataEncoding": "base64",
        "namespace": "myTiles"
    }
}