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
Trait Implementations
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations
impl RefUnwindSafe for Level
impl UnwindSafe for Level
Blanket Implementations
Mutably borrows from an owned value. Read more