Update Design Doc: `level` tool

master
Ashley N. 2023-09-07 20:22:39 +00:00
parent 09aec2e2fd
commit f3b4db74b6
1 changed files with 1 additions and 1 deletions

@ -24,7 +24,7 @@ The string property `reskit-layer` set on a Tile Layer indicates which layer sho
Tile layers without `reskit-layer` set are ignored by the `level` tool. Tile layers without `reskit-layer` set are ignored by the `level` tool.
## Collision Map ## Collision Map
The collision map is a tile layer with boolean property `reskit-collision` set to `true`. Any non-zero item placed indicates an item which the user 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. 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.
## Entity-Component System ## Entity-Component System
Reskit assumes a best-practice entity-component engine design and the objects defined in your .tmx file effectively serve as the entities. By adding a property `reskit-component[x]` to each object, where x is the index of the component in an array, you can attach various components to the target object/entity. Each component may have various properties you choose to define, which can be formatted as Tiled property `reskit-component[x].y`, where x is the index of the component and y is the property name for that component. If multiple object layers are defined, reskit will collapse all of them into a single layer. Reskit assumes a best-practice entity-component engine design and the objects defined in your .tmx file effectively serve as the entities. By adding a property `reskit-component[x]` to each object, where x is the index of the component in an array, you can attach various components to the target object/entity. Each component may have various properties you choose to define, which can be formatted as Tiled property `reskit-component[x].y`, where x is the index of the component and y is the property name for that component. If multiple object layers are defined, reskit will collapse all of them into a single layer.