Update Design Doc: `level` tool
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@ -25,7 +25,10 @@ The string property `reskit-layer` set on a Tile Layer indicates which layer sho
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Tile layers without `reskit-layer` set are ignored by the `level` tool.
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Tile layers without `reskit-layer` set are ignored by the `level` tool.
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## Collision Map
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## Collision Map
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The boolean property `reskit-collision` set on a Tile Layer to `true` indicates which layer should be used for building the tile collision map. Any non-zero item placed indicates a tile which the player is not permitted to pass through. How you implement this is up to your game engine - reskit will simply save the collision map in a `.bin` file as an artifact.
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The boolean property `reskit-collision` set on a Tile Layer to `true` indicates which layer should be used for building the tile collision map. Any non-zero item placed indicates a tile which the player is not permitted to pass through. How you implement this is up to your game engine - reskit will simply save the collision map in a `.bin` file as an artifact (`collision.bin`).
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### Format of the Collision Map
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The collision map is just an array of 8-bit unsigned integers laid out with the same tile dimensions as your visible layers. 0 is a free area, while 1 is a collision area.
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## Entity-Component System
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## Entity-Component System
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Reskit assumes a best-practice entity-component engine design and the objects defined in your .tmx file effectively serve as the entities. By adding a property `reskit-component[x]` to each object, where x is the index of the component in an array, you can attach various components to the target object/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. If multiple object layers are defined, reskit will collapse all of them into a single layer.
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Reskit assumes a best-practice entity-component engine design and the objects defined in your .tmx file effectively serve as the entities. By adding a property `reskit-component[x]` to each object, where x is the index of the component in an array, you can attach various components to the target object/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. If multiple object layers are defined, reskit will collapse all of them into a single layer.
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