A crate for reading the LDtk v1.3.3. maps into a more user-friendly (read opinionated) data structure for usage in game.
LDtk maps contain a lot of data that the developer is not interested in. This crate implements the structs for the LDtk map but abstracts them behind a DesignMap that contains the minimal amount of data necessary. The goal of this crate is to provide a simple interface into working with LDtk files. This crate is not trying to give you access to every field on your LDtk file, there are many existing crates for this.
Cargo.toml
toml
ldtk_map = { version = "0.3.0" }
The public facing of DesignMap
and child structs aims to be as simple as possible:
```rust
use ldtk_map::prelude::*;
fn main() { // Replace with your ldtk file! let mydesign = DesignMap::load("../tests/testmaps/twotileatlases.ldtk");
// Get some info about your tile in Level_0 at (0, 0)
my_design.levels().get("Level_0").unwrap().level()[0].atlas_index();
// Use in your game by reading to your own map data struct
convert_to_games_map(&my_design);
} ```
The map must be formatted using the guidelines or else it will not be loaded into DesignMap
properly.
1. Use only 1 world and place free form levels in the world.
2. The "Ground" layer must always be defined in your project as it used for each level to get the following values from: width
, height
, grid_size
, and tileset_name
.
3. Entities must be placed on an "Entities" layer.
4. Values may be placed on the "Values" layer.
5. All layers mentioned must be in each level.
Everyone is more than welcome to submit feature requests and bug fixes. I will comb through these as frequently as possible and try to handle them accordingly.