From 26720d1900c16403e0b0963d5cddcbcc2cbfc17d Mon Sep 17 00:00:00 2001 From: Ashley N Date: Thu, 7 Sep 2023 00:48:15 +0000 Subject: [PATCH] Update Design Doc: `level` tool --- Design-Doc%3A-%60level%60-tool.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index 0330572..13e8e3c 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -20,6 +20,8 @@ Reskit assumes a best-practice entity-component engine design and the objects de By adding a property `reskit-component[x]`, where x is the index of the component in an array, you can attach various components to the target entity. Each component may have various properties you choose to define, which can be formatted as Tiled property `reskit-component[x].y`, where x is the index of the component and y is the property name for that component. +On your object layer in Tiled, you can use property `reskit-system[x]` to define systems, where x is the index of the system on the whole object layer. Systems should iterate only over entities sharing components relevant to each system. + What your game does with this information is entirely up to you: reskit just compiles the information on which entities are where and what components are attached to them. By default, reskit will attach one component to each entity: `position`, which is generated from the position set in Tiled Editor. This component has two 16-bit values: x and y position on the map (in pixels, 0,0 is top left of the map).