Information on the map text can be found from map_floors, which we already cache. i.e. CachingAPIClient.map_floor(1, 1) returns a dict. The region names are at ['regions']['REGION_NUM']['name'] and are put on the map at ['regions']['REGION_NUM']['label_coord']. There's similar data for maps within a region (this has name, but doesn't seem to have label coordinates) and sectors ("Areas") within a map (['sectors'][I]['name'] and ['sectors'][I]['coord']).
Put the region/zone/area labels on the map, and try to get them to look right. Since there aren't coords for the zone (map) labels, just put them in the middle.
The text should all be in one layer that the user can show/hide.
Per the Tile service API docs, "The fonts used for the in-game map are available as assets."
Information on the map text can be found from
map_floors
, which we already cache. i.e.CachingAPIClient.map_floor(1, 1)
returns a dict. The region names are at['regions']['REGION_NUM']['name']
and are put on the map at['regions']['REGION_NUM']['label_coord']
. There's similar data for maps within a region (this has name, but doesn't seem to have label coordinates) and sectors ("Areas") within a map (['sectors'][I]['name']
and['sectors'][I]['coord']
).Put the region/zone/area labels on the map, and try to get them to look right. Since there aren't coords for the zone (map) labels, just put them in the middle.
The text should all be in one layer that the user can show/hide.