fieldMap.properties = {
  background = "blue",
  location = {"Madline Train","Rear of Train"}, -- area, section
  encounterRate = 0, -- rate of random encounters
  nativeBGM = "", -- native background music
  nativeBGS = "", -- native background sound (e.g. rain)
}

fieldMap.save = { -- map related things to be saved
  
}

fieldMap.temp = { -- automatically cleared when map is left
  
}

fieldMap.grid = {
  -- tile 0 = a nil tile used for alignment
  -- level{row{tile}}
  {
    {1,2,2,4,5,6,7,8,9,0,8},
    {2,1,3,0,4,5,6,7,8,9,0,8},
    {1,0,3,4,5,6,7,8,9,0,15},
    {1,1,3,4,5,6,7,8,9,0,8},
    {1,9,3,4,5,6,7,8,9,1,8},
  },{
    {1,2,3,4,5,6,7,8,9,0,8},
    {1,2,3,4,5,6,7,8,9,0,8},
    {1,2,16,4,5,6,7,8,9,1,8},
    {1,2,3,4,5,6,7,8,9,0,8},
    {1,2,3,4,5,6,14,8,9,0,8,11,1,1,1,1,1,1,1,1,1,1,11,1,1,1,1,1,1,1,1,1,11,1,11,1,1,1,1,},
  },
}

fieldMap.objects = {
  -- objects are every moving thing in the game or tilesets that are larger then tiles (i.e. door)
  -- objects include the MAIN CHARACTER (object 1)
  -- no two objects can be placed on the same tile.

  -- # = level, row, column, name, image, any additional properites you want!
  [1] = {1,1,1,"meeku","meeku",true,4,function() end}, -- MOVEMENT ANIMATION FUNCTION GOES HERE shadow, facing north EXACT LOCATION X,Y 480, 272
  [2] = {1,2,3,"chair","chair",false},
}

fieldMap.tiles = {
  -- functions can be called from with in the tile function (i.e. converstations)
  -- collisions related to current tile (that is to say they are if you cannot move north it is because
  -- of the tileset you are curently on (this allows tilesets to be reuseds easier)).
  -- if you want to make a button activated.

  -- # = filename, row, column, (up[4] , right[5], down[6], left[7],)passible?, collision activated func()
  [1] = {"fire",30,4,false,true,true,true,function() end}, 
  [2] = {"fire",30,4,true,true,true,true,function() end},
  [3] = {"fire",30,4,true,true,true,true,function() end},
  [4] = {"fire",30,4,true,true,true,true,function() end},
  [5] = {"fire",30,4,true,true,true,true,function() end},
  [6] = {"fire",30,4,true,true,true,true,function() end},
  [7] = {"fire",30,4,true,true,true,true,function() end},
  [8] = {"fire",30,4,true,true,true,true,function() end},
  [9] = {"fire",30,4,true,true,true,true,function() end},
  [10] = {"fire",30,4,true,true,true,true,function() end},
  [11] = {"fire",30,4,true,true,true,true,function() end},
  [12] = {"fire",30,4,true,true,true,true,function() end},
  [13] = {"fire",30,4,true,true,true,true,function() end},
}

function fieldMap:main()
  -- this function runs when the character is anywhere on this map. it could do other character movement, 
  -- most things that are special) this is excueted every main loop. you can use tile functions to 
  -- trigger a special event here. this is map related.
end

-- commonEvents: -- add your own map related commonEvents functions (will be cleared when map is exited)

