Update Design Doc: `level` tool
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@ -11,7 +11,7 @@ This document details some approaches for implementing the `level` tool.
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## Converting a Tiled Map Editor Module with `level`
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To convert a Tiled map and tileset:
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```
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reskit level -i map.tmx -c mapping.toml --console md
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reskit level -i map.tmx --console md
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```
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Reskit will compile and output multiple level-related artifacts (depending on `--console` setting) which you can then bundle into your game project.
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@ -45,21 +45,6 @@ By default, reskit will attach one component to each entity: `position`, which i
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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.
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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 property identifier such as `reskit-component[x]`.
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### Example
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```toml
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[components]
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player = { id = 0 }
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health = {
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id = 1,
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properties = {
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value = 255
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}
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}
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```
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## Artifact File Formats
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### .bin Format (Tiles)
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