Polish Princess Lima map data and interaction feedback
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docs/princess-lima-map-authoring.md
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docs/princess-lima-map-authoring.md
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# Princess Lima map authoring
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## Framework
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Use [Tiled](https://www.mapeditor.org/) as the visual authoring tool and Phaser
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as the runtime. Every region is a 720×720 orthogonal map whose locked image
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layer is the corresponding frame from `regional-style-atlas.png`.
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The runtime contract mirrors Tiled object groups in
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`PrincessLimaData.MAP_LAYERS`. Every map has these named layers:
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1. `Collision`
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2. `Dynamic Collision`
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3. `Exits`
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4. `NPCs`
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5. `Enemies`
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6. `Puzzles`
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7. `Items`
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Do not paint collision or interaction geometry into the finished artwork.
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Production collision objects are invisible.
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## Collision rules
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- Trace only terrain that is visibly solid: buildings, walls, cliff faces,
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deep water, fences, furniture, and the four outer edges.
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- Keep paths, doors, bridges, stairs, and floor tiles walkable.
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- Use rectangles while the game uses Phaser Arcade Physics. A future switch to
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Matter Physics can use Tiled polygon objects without approximating them.
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- Every dynamic blocker needs an `opensWith` property matching a validated
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route ID.
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- Never put a puzzle control, item, actor, or safe spawn inside collision.
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- Keep enemies away from puzzle controls and safe spawns.
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## Interaction rules
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- Exits, NPCs, enemies, puzzles, and items belong on their named object layer.
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- Puzzle and item labels appear only within 92 pixels of the player.
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- The interaction radius is 54 pixels; exit portals use 70 pixels.
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- Every mechanism must be reachable before the state change it triggers.
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- Interaction labels must use the object name rather than an unexplained shape.
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## Verification
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On localhost, use:
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```text
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/play/rpg.html?region=mountain&spawn=bridgeControls
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/play/rpg.html?region=mountain&spawn=bridgeControls&collisionDebug=1
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```
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Before publishing:
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1. Compare the clean rendered map with its locked source image.
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2. Enable collision debugging and check every visible boundary.
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3. Walk each route in both its locked and unlocked states.
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4. Confirm all object-layer points pass the collision-safety tests.
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5. Confirm ordinary production URLs show no collision geometry.
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