Struct ldtk::Level [−][src]
pub struct Level {}Show fields
pub __bg_pos: Option<Value>, pub bg_pivot_x: f32, pub layer_instances: Option<Vec<LayerInstance>>, pub px_hei: i32, pub uid: i32, pub bg_pos: Option<Value>, pub bg_color: Option<String>, pub __neighbours: Vec<NeighbourLevel>, pub use_auto_identifier: bool, pub field_instances: Vec<FieldInstance>, pub __bg_color: String, pub external_rel_path: Option<String>, pub world_y: i32, pub px_wid: i32, pub identifier: String, pub bg_pivot_y: f32, pub bg_rel_path: Option<String>, pub world_x: i32,
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.
Fields
__bg_pos: Option<Value>
Position informations of the background image, if there is one.
bg_pivot_x: f32
Background image X pivot (0-1)
layer_instances: Option<Vec<LayerInstance>>
An array containing all Layer instances. IMPORTANT: if the project option “Save levels separately” is enabled, this field will be null
.
This array is sorted in display order: the 1st layer is the top-most and the last is behind.
px_hei: i32
Height of the level in pixels
uid: i32
Unique Int identifier
bg_pos: Option<Value>
An enum defining the way the background image (if any) is positioned on the level. See __bgPos
for resulting position info. Possible values: <null
>, Unscaled
, Contain
, Cover
, CoverDirty
bg_color: Option<String>
Background color of the level. If null
, the project defaultLevelBgColor
should be used.
__neighbours: Vec<NeighbourLevel>
An array listing all other levels touching this one on the world map. In “linear” world layouts, this array is populated with previous/next levels in array, and dir
depends on the linear horizontal/vertical layout.
use_auto_identifier: bool
If TRUE, the level identifier will always automatically use the naming pattern as defined in Project.levelNamePattern
. Becomes FALSE if the identifier is manually modified by user.
field_instances: Vec<FieldInstance>
An array containing this level custom field values.
__bg_color: String
Background color of the level (same as bgColor
, except the default value is automatically used here if its value is null
)
external_rel_path: Option<String>
This value is not null if the project option “Save levels separately” is enabled. In this case, this relative path points to the level Json file.
world_y: i32
World Y coordinate in pixels
px_wid: i32
Width of the level in pixels
identifier: String
Unique String identifier
bg_pivot_y: f32
Background image Y pivot (0-1)
bg_rel_path: Option<String>
The optional relative path to the level background image.
world_x: i32
World X coordinate in pixels
Trait Implementations
impl<'de> Deserialize<'de> for Level
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impl<'de> Deserialize<'de> for Level
[src]fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
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__D: Deserializer<'de>,
Auto Trait Implementations
impl RefUnwindSafe for Level
impl RefUnwindSafe for Level
impl UnwindSafe for Level
impl UnwindSafe for Level
Blanket Implementations
impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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