Update Design Doc: `level` tool
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@ -37,18 +37,13 @@ Reskit assumes a best-practice entity-component engine design and the objects de
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By default, reskit will attach one component to each entity: `position`, which is generated from the position set in Tiled Editor. This component has two 16-bit values: x and y position on the map (in pixels, 0,0 is top left of the map). The array index of this component will be one more than the last index listed by the designer.
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By default, reskit will attach one component to each entity: `position`, which is generated from the position set in Tiled Editor. This component has two 16-bit values: x and y position on the map (in pixels, 0,0 is top left of the map). The array index of this component will be one more than the last index listed by the designer.
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On your object layer in Tiled, you can also use property `reskit-system[x]` to define systems, where x is the index of the system applying to the whole object layer. In your game engine design, each system should iterate only over entities sharing components relevant to the system.
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What your game does with this information is entirely up to you: reskit just compiles the information on which entities are where and what components are attached to them.
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What your game does with this information is entirely up to you: reskit just compiles the information on which entities are where and what components are attached to them.
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## Configuration TOML
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## Configuration TOML
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This is provided on the command line via `-c, --config-file`. This argument is required. The configuration TOML primarily is a mapping of string identifiers to numeric identifiers, which are better suited for use on 8-bit and 16-bit systems. You must define numeric identifiers for each string you use as a `reskit-system[x]` or a `reskit-component[x]`.
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This is provided on the command line via `-c, --config-file`. This argument is required. The configuration TOML primarily is a mapping of string identifiers to numeric identifiers, which are better suited for use on 8-bit and 16-bit systems. You must define numeric identifiers for each string you use as a property identifier such as `reskit-component[x]`.
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### Example
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### Example
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```toml
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```toml
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[systems]
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gameplay = { id = 0 }
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[components]
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[components]
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player = { id = 0 }
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player = { id = 0 }
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health = {
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health = {
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