Update Design Doc: `level` tool
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@ -13,7 +13,7 @@ To convert a Tiled map and tileset:
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```
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```
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reskit level -i map.tmx -c mapping.toml --console md --tile-size 2x2
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reskit level -i map.tmx -c mapping.toml --console md --tile-size 2x2
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```
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```
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Reskit will compile and output a .lvl file and related artifacts (depending on `--console` setting) which you can then bundle into your game project.
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Reskit will compile and output multiple level-related artifacts (depending on `--console` setting) which you can then bundle into your game project.
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## Graphics Layers
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## Graphics Layers
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The string property `reskit-layer` set on a Tile Layer indicates which layer should be applied to which hardware layer in your system of choice.
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The string property `reskit-layer` set on a Tile Layer indicates which layer should be applied to which hardware layer in your system of choice.
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@ -68,8 +68,8 @@ While the above format contains the graphics, this contains the nametable settin
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## .lvc Format (Level Collision)
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## .lvc Format (Level Collision)
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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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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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## .lvl Format (Level)
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## .ent Format (Entities/Components)
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The .lvl format is output by the `level` tool. It is a binary format ideal for use on a 8-bit or 16-bit game console. All coordinates use (0,0) upper left as an origin.
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This file contains the entity-component system defined by the [attributes](#entity-component-system) set in Tiled Map Editor's object layer(s).
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### Entity Data
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### Entity Data
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```
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```
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