LDtkLoader is a loader for LDtk levels and tile maps.
Use it to load and get data from LDtk projects in your game.
Supports the entire .ldtk format (including external levels).
For loading older versions, see the Releases page.
A taste of simplicity :
// load the file
ldtk::Project ldtk_project;
ldtk_project.loadFromFile("my_project.ldtk");
// get a world
const auto& world = ldtk_project.getWorld("MyWorld");
// get a level
const auto& level1 = world.getLevel("Level1");
// get a layer
const auto& bg_layer = level1.getLayer("BgLayer");
// iterate on the tiles of the layer
for (const auto& tile : bg_layer.allTiles()) {
// do something with the tile (storing, rendering ...)
}
// iterate on Enemy entities
for (const ldtk::Entity& enemy : level1.getLayer("Entities").getEntitiesByName("Enemy")) {
// iterate over an array field of Enum values
for (const auto& item : enemy.getArrayField<ldtk::EnumValue>("items")) {
// test if field is null
if (!item.is_null()) {
// do something with item
if (item == world.getEnum("Items")["Sword"]) {
// the enemy has a Sword !
}
}
}
// get an Entity field
int enemy_hp = enemy.getField<int>("HP").value();
}
Should work with any C++11 compiler. You can select Debug or Release mode when building.
mkdir build && cd build
cmake -DCMAKE_BUILD_TYPE={Debug|Release} ..
cmake --build . --config {Debug|Release}
This will compile the static library named LDtkLoader in build/lib.
When built in Debug configuration, the library name has the suffix '-d'.
Additional CMake options :
-DLDTK_NO_THROW
: to print message and exit when there is an error instead of throwing exceptions-DLDTK_BUILD_API_TEST
: to build the API test example, to make sure the library works as expected-DLDTK_BUILD_SFML_EXAMPLE=ON
: to build the SFML example (requires SFML installed)-DLDTK_BUILD_SDL_EXAMPLE=ON
: to build the SDL example (requires SDL2 and SDL2_image installed)-DLDTK_BUILD_RAYLIB_EXAMPLE=ON
: to build the raylib example (requires raylib installed)
Advanced CMake options (use if you know what you are doing):
LDTK_FIELD_PUBLIC_OPTIONAL=ON
: to enable the full optional interface for theldtk::Field
structure.
In the build directory, run :
cmake [-DCMAKE_INSTALL_PREFIX=/install/path/LDtkLoader] ..
cmake --install . --config {Debug|Release}
This will copy the libraries, the headers and the cmake config files to the install path.
After installation, to use LDtkLoader in a CMake project, use the find_package
command:
find_package(LDtkLoader 1.5)
The find_package
command will automatically get the correct library (Release or Debug)
depending on your current CMake configuration.
Note
If LDtkLoader was installed at a custom path and CMake is unable to find the package, pass the LDtkLoader_ROOT
option to CMake, like this: cmake -DLDtkLoader_ROOT=/install/path/LDtkLoader ..
.
Then, the library should be linked to the target:
target_link_libraries(YourTarget PRIVATE LDtkLoader::LDtkLoader)
API documentation can be found on the wiki.
Warning
The demos below might be using an older version of the library.
A demo using LDtkLoader with SFML can be found here.
Here is a preview :
LDtkLoader-SFML.mp4
A demo using LDtkLoader with Direct X11 can be found here (by @dontpanic5)
Here is a preview :
Level.Builder.2021-08-11.18-26-08.mp4
- Helper classes/methods for SFML or SDL rendering
Contributions are welcome.
If you have LLVM tools installed, run clang-format to make sure your code respects the project's code style:
python tools/run_clang_format.py -r src include
To apply the format changes, run:
python tools/run_clang_format.py -i -r src include
Optionaly, you can also run clang-tidy to make sure there are no coding mistakes or code smells (although, some warnings can be ignored):
clang-tidy --config-file=.clang-tidy src/*.cpp -- -I include -I build/include
LDtkLoader is licensed under the zlib license.
Bundled dependencies :