From 8b0e59da9f31f6d9bb236f80ef47514b85917ab0 Mon Sep 17 00:00:00 2001 From: Ashley N Date: Thu, 7 Sep 2023 21:19:20 +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 de13ccf..bf29331 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -27,6 +27,8 @@ Tile layers without `reskit-layer` set are ignored by the `level` tool. ## Collision Map 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`). +If no layer is defined with `reskit-collision` you will receive a warning on the command line. Generally most maps should include collision data - it is NOT auto-generated! + ### Format of the Collision Map 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.