Update Design Doc: `level` tool
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@ -27,6 +27,8 @@ 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 (`collision.bin`).
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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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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!
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### Format of the Collision Map
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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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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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