From e3ac2324bc90cfd60be27dd26ed03a5fe3dfdac3 Mon Sep 17 00:00:00 2001 From: Ashley N Date: Wed, 20 Sep 2023 02:29:24 +0000 Subject: [PATCH] Update Design Doc: `level` tool --- Design-Doc%3A-%60level%60-tool.md | 17 +---------------- 1 file changed, 1 insertion(+), 16 deletions(-) diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index ea706a6..bd3d85a 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -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)