pub struct Level {Show 15 fields
pub bg_color: String,
pub bg_pos: Option<LevelBackgroundPosition>,
pub neighbours: Vec<NeighbourLevel>,
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 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.
Fields§
§bg_color: StringBackground 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.
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: StringUser defined unique identifier
iid: StringUnique 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: i64Height of the level in pixels
px_wid: i64Width of the level in pixels
uid: i64Unique Int identifier
world_depth: i64Index 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: i64World 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: i64World 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§
Source§impl<'de> Deserialize<'de> for Level
impl<'de> Deserialize<'de> for Level
Source§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>,
impl StructuralPartialEq for Level
Auto Trait Implementations§
impl Freeze for Level
impl RefUnwindSafe for Level
impl Send for Level
impl Sync for Level
impl Unpin for Level
impl UnsafeUnpin for Level
impl UnwindSafe for Level
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