pixi-ldtk-loader
v2.3.3
Published
LDtk loader for Pixi.js.
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pixi-ldtk-loader
LDtk is an excellent tool for building expansive 2D worlds, which also makes it an amazing candidate for building your Pixi.js levels. This project makes it dead simple to import your raw .ldtk
files directly into Pixi.js.
When loading your .ldtk
files, the loader will automatically create spritesheets and textures for your LDtk tilesets. It'll also generate an easy-to-parse object representing the entire file, making it easy to access all of your levels, layers, enums, entities, and custom properties.
Quick Start
Requirements
pixi.js
@ 8.0.0+- LDtk 1.0.0+
Installation
npm install pixi-ldtk-loader
# OR
yarn add pixi-ldtk-loader
Usage
The loader can be used directly:
import { LDTKLoader } from 'pixi-ldtk-loader'
const loader = new LDTKLoader()
loader.add('path/to/project.ldtk')
loader.load(() => {})
Or it can be used as an Application level extension:
import {
Application,
extensions,
} from 'pixi.js'
import { LDTKLoader } from 'pixi-ldtk-loader'
extensions.add(LDTKLoader)
const app = new Application()
app.loader.add('path/to/project.ldtk')
app.loader.load(() => {})
Rendering the map
The loader will create spritesheets and textures for your project, but due to the wide range of differences between rendering pipelines and personal preferences the loader will not render your levels for you. Rather, you'll need to write your own parser to render the project.
Assuming we've used the loader to load a project titled game-project.ldtk
, here's an example of rendering all levels and layers at once. Keep in mind that for larger worlds you may want to render levels selectively based on the camera's current position.
import { Assets } from 'pixi.js'
const app = new PIXI.Application()
// We'll use this cache to use a single container for each layer, regardless of
// which level the layer's tiles belong to. This makes it simple to, for
// example, render your player on your Entities layer, moving its sprite
// smoothly across levels screen without having to reparent it to a new
// container.
const layerCache = {}
// Since we're only rendering the levels, we'll destructure only the `levels`
// array from the map's data.
const { levels } = Assets.get('game-project.ldtk')
levels.forEach(level => {
// We'll destructure the `layers` array from the level since it's the only key
// we need for rendering.
const { layers } = level
layers.forEach(layer => {
// Skip all parsing if the layer has no tiles.
if (layer.tiles?.length) {
// Retrieve the layer's Pixi container from the cache if it exists...
let layerContainer = layerCache[layer.name]
// ...or create a new container and store it in the cache..
if (!layerContainer) {
layerContainer = new Container
layerContainer.name = layer.name
layerCache[layer.name] = layerContainer
}
layer.tiles.forEach(tile => {
// We create a tile object for every tile, regardless of whether they
// have a texture applied. If they have no texture, tho, then we have
// nothing to render.
if (!tile?.texture) return
// Create a new sprite for every tile. If your tiles don't need to be
// adjusted individually, it'd probably be better to use
// `@pixi/tilemap`.
const sprite = new Sprite(tile.texture)
// Position the Sprite in screen space using its position in the level,
// adjusted by the level's world offset.
sprite.x = (tile.position.x * tile.width) + level.worldPosition.x
sprite.y = (tile.position.y * tile.height) + level.worldPosition.y
// Add the tile's Sprite to the layer's Container.
layerContainer.addChild(sprite)
})
}
// Add the layer's container to the application stage.
app.stage.addChild(layerContainer)
})
return targetContainer
})