Struct ldtk2::Level[][src]

pub struct Level {
Show 18 fields pub bg_color: String, pub bg_pos: Option<LevelBackgroundPosition>, pub neighbours: Vec<NeighbourLevel>, pub level_bg_color: Option<String>, pub bg_pivot_x: f64, pub bg_pivot_y: f64, pub level_bg_pos: Option<BgPos>, pub bg_rel_path: Option<String>, pub external_rel_path: Option<String>, pub field_instances: Vec<FieldInstance>, pub identifier: String, pub layer_instances: Option<Vec<LayerInstance>>, pub px_hei: i64, pub px_wid: i64, pub uid: i64, pub use_auto_identifier: bool, pub world_x: i64, pub world_y: i64,
}
Expand description

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_color: String

Background color of the level (same as bgColor, except the default value is automatically used here if its value is null)

bg_pos: Option<LevelBackgroundPosition>

Position informations of the background image, if there is one.

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.

level_bg_color: Option<String>

Background color of the level. If null, the project defaultLevelBgColor should be used.

bg_pivot_x: f64

Background image X pivot (0-1)

bg_pivot_y: f64

Background image Y pivot (0-1)

level_bg_pos: Option<BgPos>

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_rel_path: Option<String>

The optional relative path to the level background image.

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.

field_instances: Vec<FieldInstance>

An array containing this level custom field values.

identifier: String

Unique String identifier

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: i64

Height of the level in pixels

px_wid: i64

Width of the level in pixels

uid: i64

Unique Int identifier

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.

world_x: i64

World X coordinate in pixels

world_y: i64

World Y coordinate in pixels

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