Update Design Doc: `level` tool
parent
c4d4ee5409
commit
3b541cdc01
|
@ -11,7 +11,7 @@ This document details some approaches for implementing the `level` tool.
|
||||||
## Converting a Tiled Map Editor Module with `level`
|
## Converting a Tiled Map Editor Module with `level`
|
||||||
To convert a Tiled map and tileset:
|
To convert a Tiled map and tileset:
|
||||||
```
|
```
|
||||||
reskit level -i map.tmx -c mapping.toml
|
reskit level -i map.tmx -c mapping.toml --map-tile-size 16x16
|
||||||
```
|
```
|
||||||
Reskit will compile and output a .lvl file which you can then bundle into your game project. (More information on .lvl format TBD)
|
Reskit will compile and output a .lvl file which you can then bundle into your game project. (More information on .lvl format TBD)
|
||||||
|
|
||||||
|
@ -40,13 +40,6 @@ health = {
|
||||||
## .lvl Format
|
## .lvl Format
|
||||||
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.
|
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.
|
||||||
|
|
||||||
### Header
|
|
||||||
* 4 bytes: Magic number, 'LEVL' in ASCII. This is useful to quickly evaluate problems with bundling assets in your build.
|
|
||||||
|
|
||||||
### Map Tile Size
|
|
||||||
* 1 byte: The width _in number of tiles_ of each entry in the level map.
|
|
||||||
* 1 byte: The height _in number of tiles_ of each entry in the level map.
|
|
||||||
|
|
||||||
### Component Definitions
|
### Component Definitions
|
||||||
* 2 bytes: Number of component definitions
|
* 2 bytes: Number of component definitions
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue