Crate ldtk2[−][src]
Expand description
A thin crate for people who just want to use ldtk files freely.
Why did I create this nonsense?
- LDtk-rs uses code generation, it does not get autocomplete support from rust-analyzer. Also, there are special license restrictions on using that crate.
- ldtk_rust uses
.except()
inside the crate, you can’t handle errors.
Supported LDtk file versions
>=0.7.2
Usage
cargo add ldtk2
use std::error::Error; use std::path::Path; use std::convert::TryInto; fn main() -> Result<(), Box<dyn Error>> { use ldtk2::Ldtk; let map = Ldtk::from_path("tests/example.ldtk")?; // or let map: Ldtk = Path::new("tests/example.ldtk").try_into()?; // or let map = Ldtk::from_str(include_str!("../tests/example.ldtk"))?; // or let map: Ldtk = include_str!("../tests/example.ldtk").try_into()?; Ok(()) }
Structs
This file is a JSON schema of files created by LDtk level editor (https://ldtk.io).
A structure containing all the definitions of this project
Optional Tile used to display this entity (it could either be the default Entity tile, or some tile provided by a field value, like an Enum).
This section is mostly only intended for the LDtk editor app itself. You can safely ignore it.
IntGrid value definition
IntGrid value instance
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.
Position informations of the background image, if there is one.
Nearby level info
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.
Enums
An enum defining the way the background image (if any) is positioned on the level. See
__bgPos
for resulting position info. Possible values: Unscaled
, Contain
, Cover
,
CoverDirty
Possible values: Hidden
, ValueOnly
, NameAndValue
, EntityTile
, PointStar
,
PointPath
, RadiusPx
, RadiusGrid
Possible values: Above
, Center
, Beneath
Possible values: DiscardOldOnes
, PreventAdding
, MoveLastOne
Possible values: Rectangle
, Ellipse
, Tile
, Cross
Possible values: Stretch
, Crop
Type of the layer as Haxe Enum Possible values: IntGrid
, Entities
, Tiles
,
AutoLayer
An enum that describes how levels are organized in this project (ie. linearly or in a 2D
space). Possible values: Free
, GridVania
, LinearHorizontal
, LinearVertical