A JavaScript library for parsing, decoding and encoding Geometry Dash levels and game save files.
Install using npm
npm install gdparse
Use in code
// Import default
import gdparse from 'gdparse';
// Or import individually
import { parseLevel, serializeLevel, decodeGameSave, parseGameSave, serializeGameSave } from 'gdparse';
Converts a GD level string to a human-readable JS object format. Here's how it's structured:
{
info: Object // level settings
data: Array<Object> // array containing all level objects
}
Converts a JS object back into the level string.
Decompresses the Geometry Dash save file into an xml format. By default, the save file is compressed and encrypted. Will throw an error, if the given game save is corrupted.
Converts a decompressed Geometry Dash save file into a JS array with all the levels as objects. Will throw an error, if the given game save is corrupted.
Converts a JS array back into the XML string. Note that it does not need to be encrypted back into it's original form, since GD does that automatically when started.
Here are all the properties a Geometry Dash object could have. None of them are required, but id
, x
and y
are necessary for an object to be displayed.
{
id: number,
x: number,
y: number,
flipx: 0 | 1,
flipy: 0 | 1,
r: number,
red: number,
green: number,
blue: number,
duration: number,
touchTriggered: 0 | 1,
coin: number,
checked: 0 | 1,
tintGround: number,
pCol1: number,
pCol2: number,
blending: number,
layer: number,
baseCol: number,
decorCol: number,
color: number,
z: number,
order: number,
moveX: number,
moveY: number,
easing: number,
text: string,
scale: number,
parent: number,
opacity: number,
isTrigger: 0 | 1,
hsvEnabled1: 0 | 1,
hsvEnabled2: 0 | 1,
hsv1: string,
hsv2: string,
fadeIn: number,
hold: number,
fadeOut: number,
pulseType: number,
copiedHSV: string,
copiedID: number,
targetGroupID: number,
targetPulseType: number,
seperation: number,
activateGroup: number,
groups: Array<number>,
followX: number,
followY: number,
copyOpacity: number,
layer2: number,
spawnTriggered: number,
spawnDelay: number,
dontFade: number,
mainOnly: number,
detailOnly: number,
dontEnter: number,
degrees: number,
times360: number,
lockRotation: number,
followID: number,
xFollow: number,
yFollow: number,
shakeStrength: number,
animationID: number,
count: number,
subtractCount: number,
pickupMode: number,
itemA: number,
holdMode: number,
touchToggle: number,
shakeInterval: number,
easingRate: number,
exclusive: number,
multiTrigger: number,
countComparison: number,
dualMode: number,
followSpeed: number,
followDelay: number,
followOffset: number,
onExit: number,
dynamic: number,
itemB: number,
noGlow: number,
rotationSpeed: number,
noRotate: number,
multiActivate: number,
useTarget: number,
targetCoords: number,
disabled: number,
highDetail: number,
followMaxSpeed: number,
randomizeStart: number,
animationSpeed: number,
linkedGroup: number
}
Here are all the properties, a Geometry Dash level's settings object could have. Once again, none of them are required:
{
"gamemode": number,
"speed": number,
"bg": ColorID,
"g": ColorID,
"font": number,
"songoffset": number,
"mini": 0 | 1,
"dual": 0 | 1,
"startPos": number,
"2p": 0 | 1,
"flipgravity": 0 | 1,
"guidelines": Array<{ timestamp: number, color: number }>,
"songfadein": number,
"songfadeout": number,
"line": number,
"colors": Array<Object>,
// old color system (used only for backwards-compatibility)
"bgr": number,
"bgg": number,
"bgb": number,
"gr": number,
"gg": number,
"gb": number,
"liner": number,
"lineg": number,
"linen": number,
"objr": number,
"objg": number,
"objb": number,
"1r": number,
"1g": number,
"1b": number,
"1blend": number,
"bgp": number,
"gp": number,
"linep": number,
"objp": number,
"1p": number,
"bgc": number,
"gc": number,
"linec": number,
"objc": number,
"1c": number,
"2c": number,
"3c": number,
"4c": number,
"3dlc": number
}
All contribution is welcome! Feel free to leave an issue or submit a pull request on our Github repo