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ldtk-love

A simple LDtk loader for LÖVE.

It was tested with LDtk v0.9.3

Installation and Usage

Place ldtk.lua anywhere in the project and make sure you have json.lua in the same folder.
json.lua is needed because LDtk relies on json.

You can put your tilesets and .ldtk files freely anywhere relative to main.lua.
I recommend turning on "Minify JSON" and "Save levels to separate files" in project settings to save space and increase loading speed.

-- Require the library
local ldtk = require 'path/to/ldtk.lua'

-- Load the .ldtk file
ldtk:load('path/to/file.ldtk')

-- Override the callbacks with your game logic.
function ldtk.onEntity(entity)
    -- A new entity is created.
end

function ldtk.onLayer(layer)
    -- A new layer is created.
    --[[ 
        The "layer" object has a draw function to draw the whole layer.
        Used like:
            layer:draw()
    ]]
end

function ldtk.onLevelLoaded(level)
    -- Current level is about to be changed.
end

function ldtk.onLevelCreated(level)
    -- Current level has changed.
end

-- Flip the loading order if needed.
ldtk:setFlipped(true) --false by default

-- Load a level
ldtk:goTo(2)        --loads the second level
ldtk:level('cat')   --loads the level named cat
ldtk:next()         --loads the next level (or the first if we are in the last)
ldtk:previous()     --loads the previous level (or the last if we are in the first)
ldtk:reload()       --reloads the current level

Check main.lua for a detailed example on how to use this library.

API

Callbacks

callbacks gives you the extracted data from LDtk project file in order.

name description arguments
onEntity called when a new entity is created entity object
onLayer called when a new layer object is created layer object
onLevelLoaded called just before any other callback when a new level is about to be created levelData object
onLevelCreated called just after all other callbacks when a new level is created levelData object

objects

property description type
entity
x x position integer
y y position integer
id the entity name string
width the width of the entity in pixels integer
height the height of the entity in pixels integer
visible whether the entity is visible or not boolean
px the x pivot of the entity integer
py the y pivot of the entity integer
order the order of the entity layer. integer
props a table containing all custom properties defined in LDtk table
property description type
layer
x x position integer
y y position integer
width width in tiles integer
height height in tiles integer
gridSize size in pixels of each tile integer
tiles array of tile instances table
intGrid integer array of grid values. nil if layer is not an IntGrid. table | nil
id the layer name string
visible whether the layer is visible or not boolean
order the order of the entity layer. integer
color The color of the layer. usually used for opacity. default: {1, 1, 1, 1} (white) table
draw draws the current layer function
property description type
levelData
backgroundColor the background color. {r, g, b} like {0.47, 0.14, 0.83} table
id the name of the level string
worldX the level x in the world integer
worldY the level y in the world integer
width the width of the level integer
height the height of the level integer
neighbours a table containing all nearby levels (ie. levels that touch the current one)
props a table containing all custom properties defined in LDtk table

Functions

ldtk:load

loads the .ldtk project file.

ldtk:load('path/to/file.ldtk')

returns nothing

ldtk:goTo

loads a level by its index starting at 1 as the first level

ldtk:goTo(3) --loads the third level

returns nothing

ldtk:level

loads a level by its id (name)

ldtk:level('menu') --loads the level named menu

returns nothing

ldtk:next

loads the next level or the first if we are in the last

ldtk:next() --loads the next level

returns nothing

ldtk:previous

loads the next level or the last if we are in the first

ldtk:previous() --loads the previous level

returns nothing

ldtk:reload

reloads current level

ldtk:reload() --reloads current level

returns nothing

ldtk:getCurrent

gets current level index. can be accesed as ldtk.current

ldtk:getCurrent() --gets current level index

returns integer

ldtk:getCurrentName

gets current level name.

ldtk:getCurrentName() --gets current level name

returns string

ldtk.getIndex

gets a level index by its name

ldtk.getIndex('menu') --gets the index of the level named menu

returns integer

ldtk.getName

gets a level name by its index

ldtk.getName(3) --gets the name of the third level

returns string

ldtk.removeCache

removes the cached images and quads. you may use it before loading another .ldtk file

ldtk.removeCache() --remove the cached images and quads

returns nothing

ldtk.getColorHex

gets an RGB color (on a scale of 0 to 1) from a HEX color

ldtk.getColorHex('#316f1b') --gets the rgb color of #316f1b

returns table (r, g, b) like (0.2, 1, 0.49)

ldtk.getPath

makes the path relative to main.lua instead of the .ldtk file

ldtk.getPath('../tilesets/tiles.png') --gets the the relative path to main.lua

returns string

ldtk.setFlipped

whether to flip the order or not. false by default and can be accessed like ldtk.flipped

ldtk.setFlipped(true) -- flips the order and the top layer will be created last

returns nothing

ldtk.getFlipped

gets whether the order is flipped or not. same as ldtk.flipped

ldtk.getFlipped() -- is the order flipped ?

returns boolean

License

MIT

Have Fun!

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LDtk loader for LÖVE.

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