Update Design Doc: `level` tool

master
Ashley N. 2023-09-07 22:59:15 +00:00
parent 58ccd1ea8f
commit 39cf24ff06
1 changed files with 3 additions and 3 deletions

@ -13,7 +13,7 @@ To convert a Tiled map and tileset:
```
reskit level -i map.tmx -c mapping.toml --console md --tile-size 2x2
```
Reskit will compile and output a .lvl file and related artifacts (depending on `--console` setting) which you can then bundle into your game project.
Reskit will compile and output multiple level-related artifacts (depending on `--console` setting) which you can then bundle into your game project.
## Graphics Layers
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.
@ -68,8 +68,8 @@ While the above format contains the graphics, this contains the nametable settin
## .lvc Format (Level Collision)
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.
## .lvl Format (Level)
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.
## .ent Format (Entities/Components)
This file contains the entity-component system defined by the [attributes](#entity-component-system) set in Tiled Map Editor's object layer(s).
### Entity Data
```