We can start setting up the level.
To do so, we're going to add rooms.
We split our game levels, our game world,
into chunks that we call rooms in this project.
To find the rooms, you focus the Search Files bar,
type room,
and we're going to fold the entrances directory,
which has only the room entrances.
We prepared four rooms for you, Room A, B, C, and D.
Still with the main node selected,
you're going to click and drag RoomA.tscn, on to the game view.
This is going to allow you to navigate it,
so you can press F5.
Now when you play and press W, A, S,D,
the character is going to move around the room.
You can press F8 to stop playing.
Now we can place other rooms.
So you can click and drag and place Room B to the right of this one.
Use the mouse wheel to zoom out of the view.
You can also use the buttons up there in the top left, minus and plus.
Then we're going to click and drag Room C.
This one goes above the other one.
We'll move it up in a second
and we're going to click and drag Room D,
which is going to be somewhere around here below the other rooms.
As I told you, we want to move the Room C that we misplaced, up here.
One thing we can do is
click to select the node in the scene dock,
and then we're going to select the move tool
in this toolbar at the top.
The move tool is right here, the move mode,
and then you can click and drag anywhere in the view to move the room.
We actually have a little problem.
We need the rooms to align pretty perfectly to a game grid
for us to connect them with bridges.
I'll show you that.
I'll explain how this works in a second.
But if I try to draw bridges,
you're going to see they are not aligned with the room entrances.
How do we get them to align?
Well, I'm going to select the main node and activate the editor grid.
To do so, you go to the toolbar and you're going to use this icon, Use Grid Snap.
You can also press Shift G.
There you can see the grid appear.
The grid is a bit too fine for us.
We want something a bit larger,
so we're going to change its configuration.
To do so, click the three dots next to the grid icon and go to Configure Snap.
You're going to change the grid step.
It's set to eight pixels by eight pixels.
We're going to change it to 64 pixels
by 64 pixels and press Enter,
then click the OK button to confirm the changes.
You can see the grid steps become wider.
Once we have that, we're going to select the rooms
and then press the W key or select the move tool
to move our rooms to align with the grid.
I'm going to start from B, do the same
and make the entrances align between the two rooms.
That will allow us to draw a direct bridge between the two.
Then I'm going to select Room C and try to align it.
It can be slightly misaligned,
but we need to be able to create a bridge going from one to the next.
Even if there are some turns, it needs to align to the general grid.
Then the Room D, we're going to move down right there.
It should be, it should be fine.
I'm going to move it up a bit.
You can change that and tweak that later anytime, actually.
We have some rooms in there.
I'll let you do the same.
Rewind the video if you need.
Then we want to connect them with bridges.
To do so, we have a node called bridges.
As was seen, it's what we call a TileMap.
This game is made with TileMaps.
The levels, at least,
those are grid-based level creation systems
that reuse square textures.
We use small texture chunks that we repeat next to one another.
If you select the bridges node
on the right side, you will get some palette that you can choose from.
You can draw the floor, grass, walls.
But what we want really is to draw bridges.
So we're going to select that
and then click and drag to draw bridges and connect the rooms.
You can click drag, and you're going to connect the rooms that way.
Left click and drag, by the way.
Right, and you want to connect them.
If you have chunks that go on the side,
you can right click and drag to erase the cells that you drew.
Then we're going to left click here and drag to connect to the starting room
and we can overlap a bit on the grass.
You will see that some bits look a bit off.
The the tiles, the drawing adapts to the corners that we have.
If we're drawing a horizontal or vertical bridge,
but in some cases it draws the wrong chunk,
we need to correct that.
To do so, we keep the bridge selected
and we click the Disable Autottile check box.
This will give us a secondary palette,
which lets us select a single bit of the bridge to draw.
You have the one in the top right, that's going to be the horizontal chunk,
and the one in the center bottom, the one before last,
that's going to be the vertical one.
I'm going to select it by clicking it,
and then I click left click where I have the wrong bits in my map.
The vertical ones, I'm going to click on this one, and then these two.
Perhaps I can add one chunk of bridge that goes into the room there.
Then I want to do the same for the horizontal ones that are off.
So I'm going to select the horizontal chunk and click here and there.
At the bottom, I also have this one that's not correct.