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Rabbittown

Based on game build 714014 | Last updated: 2026-03-02

Overview

rabbittown.lua defines a static map layout used for Rabbit Town, a pre-designed room placed in the game world. It is not a component in the Entity Component System but a Lua table data structure conforming to the Tiled Map Editor JSON-compatible format (with orientation = "orthogonal" and embedded tile layer data). This file specifies background tiles (BG_TILES) and foreground object placements (FG_OBJECTS), including structures like rabbit houses, plants, and lighting.

Usage example

This file is loaded by the world generation system when building Rabbit Town rooms. Modders typically do not instantiate it directly; instead, it is referenced in static layout task sets:

-- Example usage in a taskset (not from this file, but indicative)
tasksets.caves:Insert("rabbittown", {
x = 0,
y = 0,
width = 32,
height = 32,
})

Dependencies & tags

Components used: None identified
Tags: None identified

Properties

PropertyTypeDefault ValueDescription
versionstring"1.1"Tiled map format version.
luaversionstring"5.1"Lua version used for embedded scripts (none used here).
orientationstring"orthogonal"Map projection style.
widthnumber32Room width in tiles.
heightnumber32Room height in tiles.
tilewidthnumber16Width of each tile in pixels.
tileheightnumber16Height of each tile in pixels.
tilesetstablesee sourceContains tileset metadata and reference image.
layerstablesee sourceArray of layers (BG_TILES and FG_OBJECTS).

Main functions

None identified. This is a data-only definition file.

Events & listeners

None identified.