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micro_ldtk

https://crates.io/crates/micro_ldtk https://docs.rs/micro_ldtk

micro_ldtk provides a feature rich layer on top of raw LDTK JSON data, focused on the Bevy engine, and with a goal of forward compatible support for as many LDTK schema versions as is sensible.

Installation

By default, micro_ldtk provides support for the latest LDTK schema version (for a value that also includes N-1, as there may be some time lag between the latest LDTK version being published and a new version of micro_ldtk being published)

To either support a different LDTK schema version, or to pin your version, you will need to disable default features and select the schema version you need:

[dependencies]
micro_ldtk = { version = "0.3.0-beta.1", default-features = false, features = ["ldtk_1_2_5", "autotile"] }

Features

  • autotile: Provides type conversions from LDTK projects to micro_autotile AutoRuleSet structs. Re-exports micro_autotile as autotile.
  • ldtk_1_2_5: Provides support for LDTK schema version 1.2.5
  • ldtk_1_2_4: Provides support for LDTK schema version 1.2.4
  • no_panic: Replaces explicit panic! calls (unwrap, expect, panic, etc) with aborts. This can reduce WASM binary size, but may not cover all areas. PRs welcome.

Usage

First, include the plugin in your app. This will include an asset loader for LDTK files, and will create resources for indexed levels and tilesets. In the context of this README, "tilesets" refers to the metadata associated with tile IDs, and not the spritesheets or images that might be rendered to represent the tile ID.

Levels and tilesets must have globally unique names, or the last one loaded will be used.

use bevy::prelude::*;
use micro_ldtk::MicroLDTKPlugin;

fn main() {
    App::build()
        .add_plugins(DefaultPlugins)
        .add_plugin(MicroLDTKPlugin)
        .run();
}

Elsewhere, load one or more LDTK projects through the asset server:

use bevy::prelude::*;
use micro_ldtk::Project;

#[derive(Resource, Debug)]
pub struct MyLdtkProject(Handle<Project>);

pub fn startup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
) {
    let project: Handle<Project> = asset_server.load("path/to/project.ldtk");
    commands.insert_resource(MyLdtkProject(project));
}

When LDTK projects are loaded or modified (when asset events are enabled), the levels and tilesets will be parsed into a more ergonomic format, and stored in resources. These resources can be accessed through the LevelIndex and TilesetIndex resources.

use bevy::prelude::*;
use micro_ldtk::{LevelIndex, TilesetIndex};

pub fn process_some_level(
    level_index: Res<LevelIndex>,
    tileset_index: Res<TilesetIndex>,
) {
    let level = level_index.get("level_name").unwrap();
    let tileset = tileset_index.get("tileset_name").unwrap();

    for layer in level.layers() {
        layer.for_each_tile(|x, y, tile_data| {
            let tile_metadata = tileset.get(tile_data.gid());
            log::info!("Got tile {:?} at [{}, {}]", tile_metadata, x, y);
        });
    }
}