Level Editing - Rosthouse/RostyEngine GitHub Wiki

Layers

Each level can containg as many layers as needed. However, the engine expects certain layers to be present. These are needed for collision detection, level logic and event handling. These are all object layers and support all features that tiled supports (save for animated texture objects).

Collisions

This layer consists mostly of objects that are needed for collision detection. No scripts will be handled in this layer.

  • Walls

##Level This is the layer where the bulk of the level logic is implemented. These objects can be rigid or sensors. However, most will call a script on a contact. The Level layer will be seen as layer 0. Anything with a z value lower than 0 will be rendered beneath this layer, anything with a z value higher than 0 will be rendered above the level layer. The marble is part of this layer.

  • Start/Finish objects
  • Elemental Tiles
  • Triggers
  • Destructible objects

##Sensor This layer consists of objects that do not collide with the marble, but fire events on a contact.

  • Triggers
  • Effect areas

#Objects Each level object can have a lisst of properties.

Property Document
onCollision Script that gets executed when something collides with this object
isSensor Flag to set wheter this object is (just) a sensor