import json import os PROJECT_ROOT = "/Users/davidkotnik/repos/novafarma" LDTK_FILE = os.path.join(PROJECT_ROOT, "AutoLayers_2_stamps.ldtk") def create_tileset_def(uid, identifier, rel_path, w=512, h=512): return { "__cWid": w // 32, "__cHei": h // 32, "identifier": identifier, "uid": uid, "relPath": rel_path, "embedAtlas": None, "pxWid": w, "pxHei": h, "tileGridSize": 32, "spacing": 0, "padding": 0, "tags": [], "tagsSourceEnumUid": None, "enumTags": [], "customData": [], "savedSelections": [], "cachedPixelData": None } def main(): data = { "__header__": { "fileType": "LDtk Project JSON", "app": "LDtk", "doc": "https://ldtk.io/json", "schema": "https://ldtk.io/files/JSON_SCHEMA.json", "appAuthor": "Sebastien 'deepnight' Benard", "appVersion": "1.5.3", "url": "https://ldtk.io" }, "iid": "6440c680-d380-11f0-b813-5db2a94f8a9c", "jsonVersion": "1.5.3", "appBuildId": 473703, "nextUid": 10000, "identifierStyle": "Capitalize", "toc": [], "worldLayout": "Free", "worldGridWidth": 256, "worldGridHeight": 256, "defaultLevelWidth": 512, "defaultLevelHeight": 512, "defaultPivotX": 0, "defaultPivotY": 0, "defaultGridSize": 16, "defaultEntityWidth": 16, "defaultEntityHeight": 16, "bgColor": "#40465B", "defaultLevelBgColor": "#696A79", "minifyJson": False, "externalLevels": False, "exportTiled": False, "simplifiedExport": False, "imageExportMode": "None", "exportLevelBg": True, "pngFilePattern": None, "backupOnSave": False, "backupLimit": 10, "backupRelPath": None, "levelNamePattern": "Level_%idx", "tutorialDesc": None, "customCommands": [], "flags": [], "defs": { "layers": [], "entities": [], "tilesets": [], "enums": [], "externalEnums": [], "levelFields": [] }, "levels": [], "worlds": [], "dummyWorldIid": "6440c681-d380-11f0-b813-a103d476f7a1" } # 1. TILESETS t_uid = 100 ts_grass = create_tileset_def(t_uid, "Grass", "godot/world/GROUND/grass.png"); t_uid+=1 ts_dirt = create_tileset_def(t_uid, "Dirt", "godot/world/GROUND/dirt.png"); t_uid+=1 ts_water = create_tileset_def(t_uid, "Water", "godot/world/GROUND/water.png"); t_uid+=1 ts_farm = create_tileset_def(t_uid, "Farmland", "godot/world/GROUND/farmland.png"); t_uid+=1 tilesets = [ts_grass, ts_dirt, ts_water, ts_farm] data['defs']['tilesets'] = tilesets # 2. INTGRID LAYER (The "Kocke") intgrid_uid = 200 int_grid_def = { "__type": "IntGrid", "identifier": "Terrain_Control", "type": "IntGrid", "uid": intgrid_uid, "gridSize": 32, "displayOpacity": 1, "pxOffsetX": 0, "pxOffsetY": 0, "intGridValues": [ { "value": 1, "identifier": "Grass", "color": "#36BC29" }, { "value": 2, "identifier": "Dirt", "color": "#8B5F2A" }, { "value": 3, "identifier": "Water", "color": "#388BE7" }, { "value": 4, "identifier": "Farmland", "color": "#54301A" } ], "autoRuleGroups": [], "autoSourceLayerDefUid": None, "tilesetDefUid": None, "tilePivotX": 0, "tilePivotY": 0 } # 3. AUTO LAYERS (The "Visuals") layer_defs = [int_grid_def] layer_uid = 300 rule_uid_counter = 5000 # Simplified tiles list: just index 0 for now to ensure it works, or random list # 512x512 with 32x32 tiles has 16 * 16 = 256 tiles. # Let's use indices 0..15 (first row) to be safe for texture variety tile_ids_list = list(range(16)) mapping = [ ("View_Grass", ts_grass['uid'], 1), ("View_Dirt", ts_dirt['uid'], 2), ("View_Water", ts_water['uid'], 3), ("View_Farm", ts_farm['uid'], 4) ] for ident, ts_uid, val in mapping: auto_layer = { "__type": "AutoLayer", "identifier": ident, "type": "AutoLayer", "uid": layer_uid, "gridSize": 32, "displayOpacity": 1, "pxOffsetX": 0, "pxOffsetY": 0, "autoSourceLayerDefUid": intgrid_uid, # LINKED TO INTGRID "tilesetDefUid": ts_uid, "tilePivotX": 0, "tilePivotY": 0, "autoRuleGroups": [{ "uid": rule_uid_counter, "name": "Full_Fill", "active": True, "isOptional": False, "rules": [ { "uid": rule_uid_counter + 1, "active": True, "size": 1, "tileIds": tile_ids_list, # Random tile from first row "alpha": 1, "chance": 1, "breakOnMatch": True, "pattern": [val], # CHECK FOR THE SPECIFIC INTGRID VALUE (1, 2, 3, or 4) "flipX": True, "flipY": True, "xModulo": 1, "yModulo": 1, "checker": "None", "tileMode": "Random", "pivotX": 0, "pivotY": 0, "outTileIds": [], "perlinActive": False, "perlinSeed": 0, "perlinScale": 0.2, "perlinOctaves": 2 } ] }] } layer_defs.append(auto_layer) layer_uid += 1 rule_uid_counter += 100 data['defs']['layers'] = layer_defs[::-1] # Reverse order so Control is bottom or top? # LDtk renders bottom-to-top of list? No, usually list order is Top to Bottom in UI. # We want Control on TOP or visible separately. # Actually in LDtk JSON, first in list = top layer. # Let's keep IntGrid (Control) FIRST so it's on top for editing. # 4. LEVEL SETUP data['levels'] = [{ "identifier": "Level_0", "iid": "level_0_iid", "uid": 0, "worldX": 0, "worldY": 0, "worldDepth": 0, "pxWid": 512, "pxHei": 512, "__bgColor": "#696A79", "bgColor": None, "useAutoIdentifier": True, "bgRelPath": None, "bgPos": None, "bgPivotX": 0.5, "bgPivotY": 0.5, "__smartColor": "#ADADB5", "__bgPos": None, "externalRelPath": None, "fieldInstances": [], "layerInstances": [ # Creating valid layer instances to match defs is good practice to avoid errors ], "__neighbours": [] }] # Generate empty layer instances structure layer_instances = [] # Order matches definitions for l_def in data['defs']['layers']: inst = { "__identifier": l_def["identifier"], "__type": l_def["type"], "__cWid": 16, "__cHei": 16, "__gridSize": 32, "__opacity": 1, "__pxTotalOffsetX": 0, "__pxTotalOffsetY": 0, "__tilesetDefUid": l_def.get("tilesetDefUid"), "__tilesetRelPath": None, "iid": f"inst_{l_def['uid']}", "levelId": 0, "layerDefUid": l_def["uid"], "pxOffsetX": 0, "pxOffsetY": 0, "visible": True, "optionalRules": [], "intGridCsv": [], # Empty grid "autoLayerTiles": [], "seed": 0, "overrideTilesetUid": None, "gridTiles": [], "entityInstances": [] } # Fill IntGridCsv with 0s for the IntGrid layer if l_def["type"] == "IntGrid": inst["intGridCsv"] = [0] * (16 * 16) layer_instances.append(inst) data['levels'][0]['layerInstances'] = layer_instances with open(LDTK_FILE, 'w') as f: json.dump(data, f, indent=2) print("LDtk fixed and updated successfully!") if __name__ == "__main__": main()