Crate comfy_ldtk

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  • This complex section isn’t meant to be used by game devs at all, as these rules are completely resolved internally by the editor before any saving. You should just ignore this part.
  • If you’re writing your own LDtk importer, you should probably just ignore most stuff in the defs section, as it contains data that are mostly important to the editor. To keep you away from the defs section and avoid some unnecessary JSON parsing, important data from definitions is often duplicated in fields prefixed with a double underscore (eg. __identifier or __type). The 2 only definition types you might need here are Tilesets and Enums.
  • In a tileset definition, enum based tag infos
  • This section is mostly only intended for the LDtk editor app itself. You can safely ignore it.
  • This object is not actually used by LDtk. It ONLY exists to force explicit references to all types, to make sure QuickType finds them and integrate all of them. Otherwise, Quicktype will drop types that are not explicitely used.
  • This object is just a grid-based coordinate used in Field values.
  • IntGrid value definition
  • IntGrid value group definition
  • IntGrid value instance
  • This file is a JSON schema of files created by LDtk level editor
  • This section contains all the level data. It can be found in 2 distinct forms, depending on Project current settings: - If “Separate level files” is disabled (default): full level data is embedded inside the main Project JSON file, - If “Separate level files” is enabled: level data is stored in separate standalone .ldtkl files (one per level). In this case, the main Project JSON file will still contain most level data, except heavy sections, like the layerInstances array (which will be null). The externalRelPath string points to the ldtkl file. A ldtkl file is just a JSON file containing exactly what is described below.
  • Level background image position info
  • Nearby level info
  • This object describes the “location” of an Entity instance in the project worlds.
  • In a tileset definition, user defined meta-data of a tile.
  • This structure represents a single tile from a given Tileset.
  • The Tileset definition is the most important part among project definitions. It contains some extra informations about each integrated tileset. If you only had to parse one definition section, that would be the one.
  • This object represents a custom sub rectangle in a Tileset image.


  • Possible values: Any, OnlySame, OnlyTags, OnlySpecificEntity
  • Checker mode Possible values: None, Horizontal, Vertical
  • Possible values: Hidden, ValueOnly, NameAndValue, EntityTile, LevelTile, Points, PointStar, PointPath, PointPathLoop, RadiusPx, RadiusGrid, ArrayCountWithLabel, ArrayCountNoLabel, RefLinkBetweenPivots, RefLinkBetweenCenters
  • Possible values: Above, Center, Beneath
  • Possible values: ZigZag, StraightArrow, CurvedArrow, ArrowsLine, DashedLine
  • Naming convention for Identifiers (first-letter uppercase, full uppercase etc.) Possible values: Capitalize, Uppercase, Lowercase, Free
  • “Image export” option when saving project. Possible values: None, OneImagePerLayer, OneImagePerLevel, LayersAndLevels
  • Possible values: DiscardOldOnes, PreventAdding, MoveLastOne
  • If TRUE, the maxCount is a “per world” limit, if FALSE, it’s a “per level”. Possible values: PerLayer, PerLevel, PerWorld
  • Possible values: Rectangle, Ellipse, Tile, Cross
  • Defines how tileIds array is used Possible values: Single, Stamp
  • An enum describing how the the Entity tile is rendered inside the Entity bounds. Possible values: Cover, FitInside, Repeat, Stretch, FullSizeCropped, FullSizeUncropped, NineSlice
  • Type of the layer as Haxe Enum Possible values: IntGrid, Entities, Tiles, AutoLayer
  • Possible values: Manual, AfterLoad, BeforeSave, AfterSave