API reference
Every public class, method, and event in @codexo/exojs. Generated from source.
classLdtkProjectAssetType
The streaming entry point: an LDtk world's layout and tileset atlases, with no level payload loaded. It claims no suffix, so a bare `.ldtk` path keeps resolving to the eager LdtkMapAssetType it always did. Both read the same URL, and loading one does not make the other resident. Levels are loaded and unloaded individually through LdtkProject.createRuntime.
import { LdtkProjectAssetType } from '@codexo/exojs-ldtk'The streaming entry point: an LDtk world's layout and tileset atlases, with no level payload loaded.
It claims no suffix, so a bare `.ldtk` path keeps resolving to the eager LdtkMapAssetType it always did. Both read the same URL, and loading one does not make the other resident. Levels are loaded and unloaded individually through LdtkProject.createRuntime.
new(): LdtkProjectAssetTypecreateFactory(): AssetFactoryBuilds one kind of runtime resource from normalized source data. A factory owns construction and teardown, and nothing else: it does not fetch, does not decide…<void, LdtkProjectA loaded LDtk project, prepared for streaming: world layout and tileset atlases are resident, level payloads are not. This is the entry point for a game that l…>resourceIdentity?(request: AssetRequestOne request for an asset of a given type, as an identity hook sees it.<undefined>): stringsourceIdentity?(request: AssetRequestOne request for an asset of a given type, as an identity hook sees it.<undefined>): stringunacquiredSource(): { source: void }extensions: readonly string[]id: "ldtkProject"leaf: AssetLeafWhat an asset type hands out for one of its assets inside a catalog, before the payload has arrived. `'ref'` hands out a deferred AssetRef that resolves once t…<LdtkProjectA loaded LDtk project, prepared for streaming: world layout and tileset atlases are resident, level payloads are not. This is the entry point for a game that l…>