Struct ldtk2::Level

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pub struct Level {
Show 21 fields pub bg_color: String, pub bg_pos: Option<LevelBackgroundPosition>, pub neighbours: Vec<NeighbourLevel>, pub smart_color: String, 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 iid: 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_depth: i64, 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.

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§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. Since 1.4.0, this includes levels that overlap in the same world layer, or in nearby world layers.
Only relevant for world layouts where level spatial positioning is manual (ie. GridVania, Free). For Horizontal and Vertical layouts, this array is always empty.

§smart_color: String

The “guessed” color for this level in the editor, decided using either the background color or an existing custom field.

§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, Repeat

§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

User defined unique identifier

§iid: String

Unique instance 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_depth: i64

Index that represents the “depth” of the level in the world. Default is 0, greater means “above”, lower means “below”.
This value is mostly used for display only and is intended to make stacking of levels easier to manage.

§world_x: i64

World X coordinate in pixels.
Only relevant for world layouts where level spatial positioning is manual (ie. GridVania, Free). For Horizontal and Vertical layouts, the value is always -1 here.

§world_y: i64

World Y coordinate in pixels.
Only relevant for world layouts where level spatial positioning is manual (ie. GridVania, Free). For Horizontal and Vertical layouts, the value is always -1 here.

Trait Implementations§

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impl Clone for Level

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fn clone(&self) -> Level

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Level

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for Level

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for Level

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

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impl RefUnwindSafe for Level

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impl Send for Level

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impl Sync for Level

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impl Unpin for Level

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impl UnwindSafe for Level

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,