Update Design Doc: `level` tool

master
Ashley N. 2023-09-07 21:19:20 +00:00
parent 35021843cf
commit 8b0e59da9f
1 changed files with 2 additions and 0 deletions

@ -27,6 +27,8 @@ Tile layers without `reskit-layer` set are ignored by the `level` tool.
## Collision Map ## 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`). 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 ### 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. 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.