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ldtk.ts
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ldtk.ts
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/**
* This file is a JSON schema of files created by LDtk level editor (https://ldtk.io).
*
* This is the root of any Project JSON file. It contains: - the project settings, - an
* array of levels, - a group of definitions (that can probably be safely ignored for most
* users).
*/
export interface LDTKMapDefinition {
/**
* This object is not actually used by LDtk. It ONLY exists to force explicit references to
* all types, to make sure QuickType finds them and integrate all of them. Otherwise,
* Quicktype will drop types that are not explicitely used.
*/
__FORCED_REFS?: ForcedRefs
/**
* LDtk application build identifier.<br/> This is only used to identify the LDtk version
* that generated this particular project file, which can be useful for specific bug fixing.
* Note that the build identifier is just the date of the release, so it's not unique to
* each user (one single global ID per LDtk public release), and as a result, completely
* anonymous.
*/
appBuildId: number
/**
* Number of backup files to keep, if the `backupOnSave` is TRUE
*/
backupLimit: number
/**
* If TRUE, an extra copy of the project will be created in a sub folder, when saving.
*/
backupOnSave: boolean
/**
* Project background color
*/
bgColor: string
/**
* An array of command lines that can be ran manually by the user
*/
customCommands: LdtkCustomCommand[]
/**
* Default grid size for new layers
*/
defaultGridSize: number
/**
* Default background color of levels
*/
defaultLevelBgColor: string
/**
* **WARNING**: this field will move to the `worlds` array after the "multi-worlds" update.
* It will then be `null`. You can enable the Multi-worlds advanced project option to enable
* the change immediately.<br/><br/> Default new level height
*/
defaultLevelHeight?: number | null
/**
* **WARNING**: this field will move to the `worlds` array after the "multi-worlds" update.
* It will then be `null`. You can enable the Multi-worlds advanced project option to enable
* the change immediately.<br/><br/> Default new level width
*/
defaultLevelWidth?: number | null
/**
* Default X pivot (0 to 1) for new entities
*/
defaultPivotX: number
/**
* Default Y pivot (0 to 1) for new entities
*/
defaultPivotY: number
/**
* A structure containing all the definitions of this project
*/
defs: Definitions
/**
* If TRUE, the exported PNGs will include the level background (color or image).
*/
exportLevelBg: boolean
/**
* **WARNING**: this deprecated value is no longer exported since version 0.9.3 Replaced
* by: `imageExportMode`
*/
exportPng?: boolean | null
/**
* If TRUE, a Tiled compatible file will also be generated along with the LDtk JSON file
* (default is FALSE)
*/
exportTiled: boolean
/**
* If TRUE, one file will be saved for the project (incl. all its definitions) and one file
* in a sub-folder for each level.
*/
externalLevels: boolean
/**
* An array containing various advanced flags (ie. options or other states). Possible
* values: `DiscardPreCsvIntGrid`, `ExportPreCsvIntGridFormat`, `IgnoreBackupSuggest`,
* `PrependIndexToLevelFileNames`, `MultiWorlds`, `UseMultilinesType`
*/
flags: Flag[]
/**
* Naming convention for Identifiers (first-letter uppercase, full uppercase etc.) Possible
* values: `Capitalize`, `Uppercase`, `Lowercase`, `Free`
*/
identifierStyle: IdentifierStyle
/**
* Unique project identifier
*/
iid: string
/**
* "Image export" option when saving project. Possible values: `None`, `OneImagePerLayer`,
* `OneImagePerLevel`, `LayersAndLevels`
*/
imageExportMode: ImageExportMode
/**
* File format version
*/
jsonVersion: string
/**
* The default naming convention for level identifiers.
*/
levelNamePattern: string
/**
* All levels. The order of this array is only relevant in `LinearHorizontal` and
* `linearVertical` world layouts (see `worldLayout` value).<br/> Otherwise, you should
* refer to the `worldX`,`worldY` coordinates of each Level.
*/
levels: Level[]
/**
* If TRUE, the Json is partially minified (no indentation, nor line breaks, default is
* FALSE)
*/
minifyJson: boolean
/**
* Next Unique integer ID available
*/
nextUid: number
/**
* File naming pattern for exported PNGs
*/
pngFilePattern?: null | string
/**
* If TRUE, a very simplified will be generated on saving, for quicker & easier engine
* integration.
*/
simplifiedExport: boolean
/**
* All instances of entities that have their `exportToToc` flag enabled are listed in this
* array.
*/
toc: LdtkTableOfContentEntry[]
/**
* This optional description is used by LDtk Samples to show up some informations and
* instructions.
*/
tutorialDesc?: null | string
/**
* **WARNING**: this field will move to the `worlds` array after the "multi-worlds" update.
* It will then be `null`. You can enable the Multi-worlds advanced project option to enable
* the change immediately.<br/><br/> Height of the world grid in pixels.
*/
worldGridHeight?: number | null
/**
* **WARNING**: this field will move to the `worlds` array after the "multi-worlds" update.
* It will then be `null`. You can enable the Multi-worlds advanced project option to enable
* the change immediately.<br/><br/> Width of the world grid in pixels.
*/
worldGridWidth?: number | null
/**
* **WARNING**: this field will move to the `worlds` array after the "multi-worlds" update.
* It will then be `null`. You can enable the Multi-worlds advanced project option to enable
* the change immediately.<br/><br/> An enum that describes how levels are organized in
* this project (ie. linearly or in a 2D space). Possible values: <`null`>, `Free`,
* `GridVania`, `LinearHorizontal`, `LinearVertical`
*/
worldLayout?: WorldLayout | null
/**
* This array is not used yet in current LDtk version (so, for now, it's always
* empty).<br/><br/>In a later update, it will be possible to have multiple Worlds in a
* single project, each containing multiple Levels.<br/><br/>What will change when "Multiple
* worlds" support will be added to LDtk:<br/><br/> - in current version, a LDtk project
* file can only contain a single world with multiple levels in it. In this case, levels and
* world layout related settings are stored in the root of the JSON.<br/> - after the
* "Multiple worlds" update, there will be a `worlds` array in root, each world containing
* levels and layout settings. Basically, it's pretty much only about moving the `levels`
* array to the `worlds` array, along with world layout related values (eg. `worldGridWidth`
* etc).<br/><br/>If you want to start supporting this future update easily, please refer to
* this documentation: https://github.com/deepnight/ldtk/issues/231
*/
worlds: World[]
[property: string]: any
}
/**
* This object is not actually used by LDtk. It ONLY exists to force explicit references to
* all types, to make sure QuickType finds them and integrate all of them. Otherwise,
* Quicktype will drop types that are not explicitely used.
*/
export interface ForcedRefs {
AutoLayerRuleGroup?: AutoLayerRuleGroup
AutoRuleDef?: AutoLayerRuleDefinition
CustomCommand?: LdtkCustomCommand
Definitions?: Definitions
EntityDef?: EntityDefinition
EntityInstance?: EntityInstance
EntityReferenceInfos?: ReferenceToAnEntityInstance
EnumDef?: EnumDefinition
EnumDefValues?: EnumValueDefinition
EnumTagValue?: EnumTagValue
FieldDef?: FieldDefinition
FieldInstance?: FieldInstance
GridPoint?: GridPoint
IntGridValueDef?: IntGridValueDefinition
IntGridValueInstance?: IntGridValueInstance
LayerDef?: LayerDefinition
LayerInstance?: LayerInstance
Level?: Level
LevelBgPosInfos?: LevelBackgroundPosition
NeighbourLevel?: NeighbourLevel
TableOfContentEntry?: LdtkTableOfContentEntry
Tile?: TileInstance
TileCustomMetadata?: TileCustomMetadata
TilesetDef?: TilesetDefinition
TilesetRect?: TilesetRectangle
World?: World
[property: string]: any
}
export interface AutoLayerRuleGroup {
active: boolean
/**
* *This field was removed in 1.0.0 and should no longer be used.*
*/
collapsed?: boolean | null
isOptional: boolean
name: string
rules: AutoLayerRuleDefinition[]
uid: number
usesWizard: boolean
}
/**
* This complex section isn't meant to be used by game devs at all, as these rules are
* completely resolved internally by the editor before any saving. You should just ignore
* this part.
*/
export interface AutoLayerRuleDefinition {
/**
* If FALSE, the rule effect isn't applied, and no tiles are generated.
*/
active: boolean
/**
* When TRUE, the rule will prevent other rules to be applied in the same cell if it matches
* (TRUE by default).
*/
breakOnMatch: boolean
/**
* Chances for this rule to be applied (0 to 1)
*/
chance: number
/**
* Checker mode Possible values: `None`, `Horizontal`, `Vertical`
*/
checker: Checker
/**
* If TRUE, allow rule to be matched by flipping its pattern horizontally
*/
flipX: boolean
/**
* If TRUE, allow rule to be matched by flipping its pattern vertically
*/
flipY: boolean
/**
* Default IntGrid value when checking cells outside of level bounds
*/
outOfBoundsValue?: number | null
/**
* Rule pattern (size x size)
*/
pattern: number[]
/**
* If TRUE, enable Perlin filtering to only apply rule on specific random area
*/
perlinActive: boolean
perlinOctaves: number
perlinScale: number
perlinSeed: number
/**
* X pivot of a tile stamp (0-1)
*/
pivotX: number
/**
* Y pivot of a tile stamp (0-1)
*/
pivotY: number
/**
* Pattern width & height. Should only be 1,3,5 or 7.
*/
size: number
/**
* Array of all the tile IDs. They are used randomly or as stamps, based on `tileMode` value.
*/
tileIds: number[]
/**
* Defines how tileIds array is used Possible values: `Single`, `Stamp`
*/
tileMode: TileMode
/**
* Unique Int identifier
*/
uid: number
/**
* X cell coord modulo
*/
xModulo: number
/**
* X cell start offset
*/
xOffset: number
/**
* Y cell coord modulo
*/
yModulo: number
/**
* Y cell start offset
*/
yOffset: number
}
/**
* Checker mode Possible values: `None`, `Horizontal`, `Vertical`
*/
export enum Checker {
Horizontal = 'Horizontal',
None = 'None',
Vertical = 'Vertical',
}
/**
* Defines how tileIds array is used Possible values: `Single`, `Stamp`
*/
export enum TileMode {
Single = 'Single',
Stamp = 'Stamp',
}
export interface LdtkCustomCommand {
command: string
/**
* Possible values: `Manual`, `AfterLoad`, `BeforeSave`, `AfterSave`
*/
when: When
}
/**
* Possible values: `Manual`, `AfterLoad`, `BeforeSave`, `AfterSave`
*/
export enum When {
AfterLoad = 'AfterLoad',
AfterSave = 'AfterSave',
BeforeSave = 'BeforeSave',
Manual = 'Manual',
}
/**
* If you're writing your own LDtk importer, you should probably just ignore *most* stuff in
* the `defs` section, as it contains data that are mostly important to the editor. To keep
* you away from the `defs` section and avoid some unnecessary JSON parsing, important data
* from definitions is often duplicated in fields prefixed with a double underscore (eg.
* `__identifier` or `__type`). The 2 only definition types you might need here are
* **Tilesets** and **Enums**.
*
* A structure containing all the definitions of this project
*/
export interface Definitions {
/**
* All entities definitions, including their custom fields
*/
entities: EntityDefinition[]
/**
* All internal enums
*/
enums: EnumDefinition[]
/**
* Note: external enums are exactly the same as `enums`, except they have a `relPath` to
* point to an external source file.
*/
externalEnums: EnumDefinition[]
/**
* All layer definitions
*/
layers: LayerDefinition[]
/**
* All custom fields available to all levels.
*/
levelFields: FieldDefinition[]
/**
* All tilesets
*/
tilesets: TilesetDefinition[]
}
export interface EntityDefinition {
/**
* Base entity color
*/
color: string
/**
* User defined documentation for this element to provide help/tips to level designers.
*/
doc?: null | string
/**
* If enabled, all instances of this entity will be listed in the project "Table of content"
* object.
*/
exportToToc: boolean
/**
* Array of field definitions
*/
fieldDefs: FieldDefinition[]
fillOpacity: number
/**
* Pixel height
*/
height: number
hollow: boolean
/**
* User defined unique identifier
*/
identifier: string
/**
* Only applies to entities resizable on both X/Y. If TRUE, the entity instance width/height
* will keep the same aspect ratio as the definition.
*/
keepAspectRatio: boolean
/**
* Possible values: `DiscardOldOnes`, `PreventAdding`, `MoveLastOne`
*/
limitBehavior: LimitBehavior
/**
* If TRUE, the maxCount is a "per world" limit, if FALSE, it's a "per level". Possible
* values: `PerLayer`, `PerLevel`, `PerWorld`
*/
limitScope: LimitScope
lineOpacity: number
/**
* Max instances count
*/
maxCount: number
/**
* An array of 4 dimensions for the up/right/down/left borders (in this order) when using
* 9-slice mode for `tileRenderMode`.<br/> If the tileRenderMode is not NineSlice, then
* this array is empty.<br/> See: https://en.wikipedia.org/wiki/9-slice_scaling
*/
nineSliceBorders: number[]
/**
* Pivot X coordinate (from 0 to 1.0)
*/
pivotX: number
/**
* Pivot Y coordinate (from 0 to 1.0)
*/
pivotY: number
/**
* Possible values: `Rectangle`, `Ellipse`, `Tile`, `Cross`
*/
renderMode: RenderMode
/**
* If TRUE, the entity instances will be resizable horizontally
*/
resizableX: boolean
/**
* If TRUE, the entity instances will be resizable vertically
*/
resizableY: boolean
/**
* Display entity name in editor
*/
showName: boolean
/**
* An array of strings that classifies this entity
*/
tags: string[]
/**
* **WARNING**: this deprecated value is no longer exported since version 1.2.0 Replaced
* by: `tileRect`
*/
tileId?: number | null
tileOpacity: number
/**
* An object representing a rectangle from an existing Tileset
*/
tileRect?: TilesetRectangle | null
/**
* An enum describing how the the Entity tile is rendered inside the Entity bounds. Possible
* values: `Cover`, `FitInside`, `Repeat`, `Stretch`, `FullSizeCropped`,
* `FullSizeUncropped`, `NineSlice`
*/
tileRenderMode: TileRenderMode
/**
* Tileset ID used for optional tile display
*/
tilesetId?: number | null
/**
* Unique Int identifier
*/
uid: number
/**
* Pixel width
*/
width: number
}
/**
* This section is mostly only intended for the LDtk editor app itself. You can safely
* ignore it.
*/
export interface FieldDefinition {
/**
* Human readable value type. Possible values: `Int, Float, String, Bool, Color,
* ExternEnum.XXX, LocalEnum.XXX, Point, FilePath`.<br/> If the field is an array, this
* field will look like `Array<...>` (eg. `Array<Int>`, `Array<Point>` etc.)<br/> NOTE: if
* you enable the advanced option **Use Multilines type**, you will have "*Multilines*"
* instead of "*String*" when relevant.
*/
__type: string
/**
* Optional list of accepted file extensions for FilePath value type. Includes the dot:
* `.ext`
*/
acceptFileTypes?: string[] | null
/**
* Possible values: `Any`, `OnlySame`, `OnlyTags`
*/
allowedRefs: AllowedRefs
allowedRefTags: string[]
allowOutOfLevelRef: boolean
/**
* Array max length
*/
arrayMaxLength?: number | null
/**
* Array min length
*/
arrayMinLength?: number | null
autoChainRef: boolean
/**
* TRUE if the value can be null. For arrays, TRUE means it can contain null values
* (exception: array of Points can't have null values).
*/
canBeNull: boolean
/**
* Default value if selected value is null or invalid.
*/
defaultOverride?: any
/**
* User defined documentation for this field to provide help/tips to level designers about
* accepted values.
*/
doc?: null | string
editorAlwaysShow: boolean
editorCutLongValues: boolean
/**
* Possible values: `Hidden`, `ValueOnly`, `NameAndValue`, `EntityTile`, `Points`,
* `PointStar`, `PointPath`, `PointPathLoop`, `RadiusPx`, `RadiusGrid`,
* `ArrayCountWithLabel`, `ArrayCountNoLabel`, `RefLinkBetweenPivots`,
* `RefLinkBetweenCenters`
*/
editorDisplayMode: EditorDisplayMode
/**
* Possible values: `Above`, `Center`, `Beneath`
*/
editorDisplayPos: EditorDisplayPos
/**
* Possible values: `ZigZag`, `StraightArrow`, `CurvedArrow`, `ArrowsLine`, `DashedLine`
*/
editorLinkStyle: EditorLinkStyle
editorShowInWorld: boolean
editorTextPrefix?: null | string
editorTextSuffix?: null | string
/**
* User defined unique identifier
*/
identifier: string
/**
* TRUE if the value is an array of multiple values
*/
isArray: boolean
/**
* Max limit for value, if applicable
*/
max?: number | null
/**
* Min limit for value, if applicable
*/
min?: number | null
/**
* Optional regular expression that needs to be matched to accept values. Expected format:
* `/some_reg_ex/g`, with optional "i" flag.
*/
regex?: null | string
symmetricalRef: boolean
/**
* Possible values: <`null`>, `LangPython`, `LangRuby`, `LangJS`, `LangLua`, `LangC`,
* `LangHaxe`, `LangMarkdown`, `LangJson`, `LangXml`, `LangLog`
*/
textLanguageMode?: TextLanguageMode | null
/**
* UID of the tileset used for a Tile
*/
tilesetUid?: number | null
/**
* Internal enum representing the possible field types. Possible values: F_Int, F_Float,
* F_String, F_Text, F_Bool, F_Color, F_Enum(...), F_Point, F_Path, F_EntityRef, F_Tile
*/
type: string
/**
* Unique Int identifier
*/
uid: number
/**
* If TRUE, the color associated with this field will override the Entity or Level default
* color in the editor UI. For Enum fields, this would be the color associated to their
* values.
*/
useForSmartColor: boolean
}
/**
* Possible values: `Any`, `OnlySame`, `OnlyTags`
*/
export enum AllowedRefs {
Any = 'Any',
OnlySame = 'OnlySame',
OnlyTags = 'OnlyTags',
}
/**
* Possible values: `Hidden`, `ValueOnly`, `NameAndValue`, `EntityTile`, `Points`,
* `PointStar`, `PointPath`, `PointPathLoop`, `RadiusPx`, `RadiusGrid`,
* `ArrayCountWithLabel`, `ArrayCountNoLabel`, `RefLinkBetweenPivots`,
* `RefLinkBetweenCenters`
*/
export enum EditorDisplayMode {
ArrayCountNoLabel = 'ArrayCountNoLabel',
ArrayCountWithLabel = 'ArrayCountWithLabel',
EntityTile = 'EntityTile',
Hidden = 'Hidden',
NameAndValue = 'NameAndValue',
PointPath = 'PointPath',
PointPathLoop = 'PointPathLoop',
PointStar = 'PointStar',
Points = 'Points',
RadiusGrid = 'RadiusGrid',
RadiusPx = 'RadiusPx',
RefLinkBetweenCenters = 'RefLinkBetweenCenters',
RefLinkBetweenPivots = 'RefLinkBetweenPivots',
ValueOnly = 'ValueOnly',
}
/**
* Possible values: `Above`, `Center`, `Beneath`
*/
export enum EditorDisplayPos {
Above = 'Above',
Beneath = 'Beneath',
Center = 'Center',
}
/**
* Possible values: `ZigZag`, `StraightArrow`, `CurvedArrow`, `ArrowsLine`, `DashedLine`
*/
export enum EditorLinkStyle {
ArrowsLine = 'ArrowsLine',
CurvedArrow = 'CurvedArrow',
DashedLine = 'DashedLine',
StraightArrow = 'StraightArrow',
ZigZag = 'ZigZag',
}
export enum TextLanguageMode {
LangC = 'LangC',
LangHaxe = 'LangHaxe',
LangJS = 'LangJS',
LangJSON = 'LangJson',
LangLog = 'LangLog',
LangLua = 'LangLua',
LangMarkdown = 'LangMarkdown',
LangPython = 'LangPython',
LangRuby = 'LangRuby',
LangXML = 'LangXml',
}
/**
* Possible values: `DiscardOldOnes`, `PreventAdding`, `MoveLastOne`
*/
export enum LimitBehavior {
DiscardOldOnes = 'DiscardOldOnes',
MoveLastOne = 'MoveLastOne',
PreventAdding = 'PreventAdding',
}
/**
* If TRUE, the maxCount is a "per world" limit, if FALSE, it's a "per level". Possible
* values: `PerLayer`, `PerLevel`, `PerWorld`
*/
export enum LimitScope {
PerLayer = 'PerLayer',
PerLevel = 'PerLevel',
PerWorld = 'PerWorld',
}
/**
* Possible values: `Rectangle`, `Ellipse`, `Tile`, `Cross`
*/
export enum RenderMode {
Cross = 'Cross',
Ellipse = 'Ellipse',
Rectangle = 'Rectangle',
Tile = 'Tile',
}
/**
* This object represents a custom sub rectangle in a Tileset image.
*/
export interface TilesetRectangle {
/**
* Height in pixels
*/
h: number
/**
* UID of the tileset
*/
tilesetUid: number
/**
* Width in pixels
*/
w: number
/**
* X pixels coordinate of the top-left corner in the Tileset image
*/
x: number
/**
* Y pixels coordinate of the top-left corner in the Tileset image
*/
y: number
}
/**
* An enum describing how the the Entity tile is rendered inside the Entity bounds. Possible
* values: `Cover`, `FitInside`, `Repeat`, `Stretch`, `FullSizeCropped`,
* `FullSizeUncropped`, `NineSlice`
*/
export enum TileRenderMode {
Cover = 'Cover',
FitInside = 'FitInside',
FullSizeCropped = 'FullSizeCropped',
FullSizeUncropped = 'FullSizeUncropped',
NineSlice = 'NineSlice',
Repeat = 'Repeat',
Stretch = 'Stretch',
}
export interface EnumDefinition {
externalFileChecksum?: null | string
/**
* Relative path to the external file providing this Enum
*/
externalRelPath?: null | string
/**
* Tileset UID if provided
*/
iconTilesetUid?: number | null
/**
* User defined unique identifier
*/
identifier: string
/**
* An array of user-defined tags to organize the Enums
*/
tags: string[]
/**
* Unique Int identifier
*/
uid: number
/**
* All possible enum values, with their optional Tile infos.
*/
values: EnumValueDefinition[]
}
export interface EnumValueDefinition {
/**
* An array of 4 Int values that refers to the tile in the tileset image: `[ x, y, width,
* height ]`
*/
__tileSrcRect?: number[] | null
/**
* Optional color
*/
color: number
/**
* Enum value
*/
id: string
/**
* The optional ID of the tile
*/
tileId?: number | null
}
export interface LayerDefinition {
/**
* Type of the layer (*IntGrid, Entities, Tiles or AutoLayer*)
*/
__type: string
/**
* Contains all the auto-layer rule definitions.
*/
autoRuleGroups: AutoLayerRuleGroup[]
autoSourceLayerDefUid?: number | null
/**
* **WARNING**: this deprecated value is no longer exported since version 1.2.0 Replaced
* by: `tilesetDefUid`
*/
autoTilesetDefUid?: number | null
/**
* Allow editor selections when the layer is not currently active.
*/
canSelectWhenInactive: boolean
/**
* Opacity of the layer (0 to 1.0)
*/
displayOpacity: number
/**
* User defined documentation for this element to provide help/tips to level designers.
*/
doc?: null | string
/**
* An array of tags to forbid some Entities in this layer
*/
excludedTags: string[]
/**
* Width and height of the grid in pixels
*/
gridSize: number
/**
* Height of the optional "guide" grid in pixels
*/
guideGridHei: number
/**
* Width of the optional "guide" grid in pixels
*/
guideGridWid: number
hideFieldsWhenInactive: boolean
/**
* Hide the layer from the list on the side of the editor view.
*/
hideInList: boolean
/**
* User defined unique identifier
*/
identifier: string
/**
* Alpha of this layer when it is not the active one.
*/
inactiveOpacity: number
/**
* An array that defines extra optional info for each IntGrid value.<br/> WARNING: the
* array order is not related to actual IntGrid values! As user can re-order IntGrid values
* freely, you may value "2" before value "1" in this array.
*/
intGridValues: IntGridValueDefinition[]
/**
* Parallax horizontal factor (from -1 to 1, defaults to 0) which affects the scrolling
* speed of this layer, creating a fake 3D (parallax) effect.
*/
parallaxFactorX: number
/**
* Parallax vertical factor (from -1 to 1, defaults to 0) which affects the scrolling speed
* of this layer, creating a fake 3D (parallax) effect.
*/
parallaxFactorY: number
/**
* If true (default), a layer with a parallax factor will also be scaled up/down accordingly.
*/
parallaxScaling: boolean
/**
* X offset of the layer, in pixels (IMPORTANT: this should be added to the `LayerInstance`
* optional offset)
*/
pxOffsetX: number
/**
* Y offset of the layer, in pixels (IMPORTANT: this should be added to the `LayerInstance`
* optional offset)
*/
pxOffsetY: number
/**
* An array of tags to filter Entities that can be added to this layer
*/
requiredTags: string[]
/**
* If the tiles are smaller or larger than the layer grid, the pivot value will be used to
* position the tile relatively its grid cell.
*/
tilePivotX: number
/**
* If the tiles are smaller or larger than the layer grid, the pivot value will be used to
* position the tile relatively its grid cell.
*/
tilePivotY: number
/**
* Reference to the default Tileset UID being used by this layer definition.<br/>
* **WARNING**: some layer *instances* might use a different tileset. So most of the time,
* you should probably use the `__tilesetDefUid` value found in layer instances.<br/> Note:
* since version 1.0.0, the old `autoTilesetDefUid` was removed and merged into this value.
*/
tilesetDefUid?: number | null
/**
* Type of the layer as Haxe Enum Possible values: `IntGrid`, `Entities`, `Tiles`,
* `AutoLayer`
*/
type: Type
/**
* Unique Int identifier
*/
uid: number
}
/**
* IntGrid value definition
*/
export interface IntGridValueDefinition {
color: string
/**
* User defined unique identifier
*/
identifier?: null | string
/**
* The IntGrid value itself
*/
value: number
}
/**
* Type of the layer as Haxe Enum Possible values: `IntGrid`, `Entities`, `Tiles`,
* `AutoLayer`
*/
export enum Type {
AutoLayer = 'AutoLayer',
Entities = 'Entities',
IntGrid = 'IntGrid',
Tiles = 'Tiles',
}
/**
* The `Tileset` definition is the most important part among project definitions. It
* contains some extra informations about each integrated tileset. If you only had to parse
* one definition section, that would be the one.
*/
export interface TilesetDefinition {
/**
* Grid-based height
*/
__cHei: number
/**
* Grid-based width
*/
__cWid: number
/**
* The following data is used internally for various optimizations. It's always synced with
* source image changes.
*/
cachedPixelData?: { [key: string]: any } | null
/**
* An array of custom tile metadata
*/
customData: TileCustomMetadata[]
/**
* If this value is set, then it means that this atlas uses an internal LDtk atlas image
* instead of a loaded one. Possible values: <`null`>, `LdtkIcons`
*/
embedAtlas?: EmbedAtlas | null
/**
* Tileset tags using Enum values specified by `tagsSourceEnumId`. This array contains 1
* element per Enum value, which contains an array of all Tile IDs that are tagged with it.
*/
enumTags: EnumTagValue[]
/**
* User defined unique identifier
*/
identifier: string
/**
* Distance in pixels from image borders
*/
padding: number
/**
* Image height in pixels
*/
pxHei: number
/**
* Image width in pixels
*/
pxWid: number
/**