Each level always contains a layer instance for each layer definition found in defs
. Each layer instance might contain specific data, depending on its actual type. Please refer to the Json schema for more information.
IntGrid layer instances
"intGridCsv": [
0,1,2,2,1,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
],
Tile layer instances
"gridTiles": [
{ "px": [80,32], "src": [0,0], "f": 0, "d": [37,0] },
{ "px": [96,32], "src": [16,0], "f": 0, "d": [38,1] },
{ "px": [80,48], "src": [0,16], "f": 0, "d": [53,20] },
{ "px": [96,48], "src": [16,16], "f": 0, "d": [54,21] }
],
The gridTiles
array contains all the tiles in display order (1st one is beneath 2nd one, etc.).
Each tile has:
px
: Pixel coordinates of the tile in the layer (array format[x,y]
). Don’t forget optional layer offsets, if they exist!src
: Pixel coordinates of the tile in the tileset ([x,y]
format)f
: “Flip bits”, a 2-bits integer to represent the mirror transformations of the tile. Bit 0 is X symmetry and bit 1 is Y symmetry. So you get the following possible values:f=0
: no transformationf=1
: horizontal (X) symmetryf=2
: vertical (Y) symmetryf=3
: both horizontal (X) and vertical (Y) symmetries
Auto-layer instances
When an IntGrid layer has a linked Tileset, it will have its autoTiles
field populated:
"autoLayerTiles": [
{ "px": [48,48], "src": [0,112], "f": 0, "d": [5,51,140] },
{ "px": [64,48], "src": [0,112], "f": 0, "d": [5,52,140] },
{ "px": [48,64], "src": [0,112], "f": 0, "d": [5,67,140] },
{ "px": [64,64], "src": [0,112], "f": 0, "d": [5,68,140] }
],
See Tile Layer instances above for an explanation of these values.
Entity layer instances
"entityInstances": [
{
"__identifier": "Enemy",
"__cx": 24,
"__cy": 7,
"defUid": 1,
"x": 196,
"y": 64,
"fieldInstances": [
{
"__identifier": "loots",
"__value": [ "Healling_potion", "Trout" ],
"__type": "Array<LocalEnum.Item>",
"defUid": 4,
"realEditorValues": [ {
"id": "V_String",
"params": [ "Healling_potion" ]
}, {
"id": "V_String",
"params": [ "Trout" ]
} ]
}
]
}
]
The entityInstances
array contains every entities attached in the current layer. Each entity can have a variety of custom fields, as filled in the editor. See Entity fields for more information.