Update Design Doc: `level` tool

master
Ashley N. 2023-09-20 02:29:24 +00:00
parent ccf4f52a85
commit e3ac2324bc
1 changed files with 1 additions and 16 deletions

@ -11,7 +11,7 @@ This document details some approaches for implementing the `level` tool.
## Converting a Tiled Map Editor Module with `level`
To convert a Tiled map and tileset:
```
reskit level -i map.tmx -c mapping.toml --console md
reskit level -i map.tmx --console md
```
Reskit will compile and output multiple level-related artifacts (depending on `--console` setting) which you can then bundle into your game project.
@ -45,21 +45,6 @@ By default, reskit will attach one component to each entity: `position`, which i
The entity-component system is exported in an artifact known as the .ecs file. 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. If you do not specify any object layers or objects, `level` will not output an .ecs file, leaving objects and their initial behaviour up to the programmer.
## Configuration TOML
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]`.
### Example
```toml
[components]
player = { id = 0 }
health = {
id = 1,
properties = {
value = 255
}
}
```
## Artifact File Formats
### .bin Format (Tiles)