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LittleKt offers full LDtk parsing, loading, and rendering.


A LDtk map can be loaded using the resourcesVfs file by using the readLDtkMapLoader() extension. This returns an LDtkMapLoader which has also parsed the initial map file. We just need to go an extra step to load either the entire map or load a level. This is done in order to reuse tilesets and image backgrounds that may be reused across multiple LDtk levels. We can also pass in our own TextureAtlas to do the same with all the textures preloaded using the name of the texture file.

val mapLoader = resourcesVfs["ldtk/sample.ldtk"].readLDtkMapLoader()
val ldtkWorld = mapLoader.loadMap(loadAllLevels = true) // loads all levels at once
val ldtkLevel = mapLoader.loadLevel(levelIdx = 0) // loads the first level

Using a TextureAtlas

As mentioned above, we can pass in a TextureAtlas which the LDtkMapLoader will use, if available, to create the LDtkTileSet objects from.

Two things we must do for this to work correctly:

  1. Load a TextureAtlas that contains all of the tileset images and image backgrounds used in LDtk. This can be created strategically so that all the images used for each level are on a single texture. We could also load each Texture individually and use a MutableTextureAtlas to combine them at runtime.
  2. Ensure that the names of each invidiual texture that is packed into the atlas matches the filename with extension of the image being loaded. For example, if we have a tileset image in the directly ldtk/my_tileset.png. We would ensure that in the TextureAtlas it has the name of my_tileset.png. No directory path.


There are multiple ways to render the LDtk map.

  1. Render the entire map at once
  2. Render a specific level of the map
  3. Render specific layers of a level of the map.

Render the entire map at once

If the map needs to be rendered entirely at one time, the LDtkWorld class offers a render method that can do just that.

val batch = SpriteBatch(context)
val camera = OrthographicCamera(context.graphics.width, context.graphics.height)
batch.use(camere.viewProjection) {
    map.render(it, camera)

Render a specific level of the map

If a specific level is needed, one can grab that by using the levelsMap property or the get operator on the LDtkWorld object.

val level = map["MyLevelName"]

To render it one can simply call the render method on the level object.

val batch = SpriteBatch(context)
val camera = OrthographicCamera(context.graphics.width, context.graphics.height)
batch.use(camere.viewProjection) {
    level.render(it, camera)

Render specific layers of a level

One can access specific layers of a level by using the layers property or the get operator on the LDtkLevel object.

val layer = level["MyCustomTilesLayer"]

As with the LDtk world and level objects, rendering the layer is done the same:

val batch = SpriteBatch(context)
val camera = OrthographicCamera(context.graphics.width, context.graphics.height)
batch.use(camere.viewProjection) {
    layer.render(it, camera)

Rendering each layer separately can be advantageous due to being able to render other items of the application on top or below certain layers if needed.

val bgLayer = level["background"]
val foregroundLayer = level["foreground"]
batch.use(camere.viewProjection) {
    bgLayer.render(it, camera)
    foregroundLayer.render(it, camera)


As we know, LDtk offers creating entities and setting certain field values on that entity in each level of the map. LittleKt offers a way to access those entities and thus their fields for each level.

One can do that by first grabbing the level from the LDtkWorld object and calling the entities method.

val mapLoader = resourcesVfs["ldtk/sample.ldtk"].readLDtkMapLoader()
val map = mapLoader.loadMap()
val level = map["MyLevelName"]

// returns a list
val enemies = level.entities("Enemy")

// returns a list - since we only have one hero entity on the map we can just grab the first value in the list
val hero = level.entities("Hero")[0]


Now that we have our entities, we can now access their field values by using either the field or fieldArray methods on the LDtkEntity object.


These methods expect a typed parameter to determine the value to return. For example, if the Hero entity had an integer field named health defined, one would expect the field method to return an Int. It even supports fields that can be null.

// field() return an LDtkValueField object which wraps the actual value which can be accessed with the 'value' property
val health = hero.field<Int>("health").value
val canDie = hero.field<Boolean>("canDie").value

// can be null
val startingWep = hero.field<LDtkEnumValue?>.value

One can pass in any type passed on the LDtk field type that LDtk supports. The goes for Int, Float, Boolean, Color, Point, LDtkEnumValue, LDtkTile, and LDtkEntityRef.


One can also access Enums defined in LDtk:

// assuming we have an 'Items' enum defined in LDtk
val weapon = hero.field<LDtkEnumValue>("StartWeapon").value
if (weapon.name == "Sword") {
    // equip sword


LDtk also offers defining the exact same fields above but as an array, or in the case of LittleKt, as a List. Accessing the array field is just as easy as the single value field but instead of a single value it returns a list of values.

// returns a list of points
val path = mob.fieldArray<Point>("walkPath").values
val backpack = hero.fieldArray<LDtkEnumValue>("backpack").values


Disposing of a loaded LDtk World

To dispose of the textures that the LDtk world / levels own, we must called the dispose() method on the LDtkMapLoader. This is due to the LDtkMapLoader caching the textures when loading multiple LDtk levels. This will dispose any of the owned textures it loaded itself. If a TextureAtlas was passed in then the loader won’t own any of the textures and therefor won’t dispose of any.