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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2017-09-12 08:21:33 +0200 |
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committer | GitHub <noreply@github.com> | 2017-09-12 08:21:33 +0200 |
commit | e8ad604865ddd09dd4c30f60854db7c411d66528 (patch) | |
tree | e4c13966e1616493ce928870852c06bab9826dd6 /doc/base/classes.xml | |
parent | 40f7b6b47b006dcfa093f05c4798be023b97f9bd (diff) | |
parent | 11cbf8e2ec4f035cc3cc344d94b2ebb1e7337546 (diff) |
Merge pull request #11181 from cbscribe/kcc_tilemap_doc
Update TileMap class ref.
[ci skip]
Diffstat (limited to 'doc/base/classes.xml')
-rw-r--r-- | doc/base/classes.xml | 22 |
1 files changed, 18 insertions, 4 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml index bd63f04fb2..5b0936349e 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -52381,11 +52381,10 @@ </class> <class name="TileMap" inherits="Node2D" category="Core"> <brief_description> - Node for 2D tile-based games. + Node for 2D tile-based maps. </brief_description> <description> - Node for 2D tile-based games. Tilemaps use a [TileSet] which contain a list of tiles (textures, their rect and a collision) and are used to create complex grid-based maps. - To optimize drawing and culling (sort of like [GridMap]), you can specify a quadrant size, so chunks of the map will be batched together at drawing time. + Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps. </description> <methods> <method name="clear"> @@ -52828,40 +52827,55 @@ </methods> <members> <member name="cell_custom_transform" type="Transform2D" setter="set_custom_transform" getter="get_custom_transform" brief=""> + The custom [Transform2D] to be applied to the TileMap's cells. </member> <member name="cell_half_offset" type="int" setter="set_half_offset" getter="get_half_offset" brief="" enum="TileMap.HalfOffset"> + Amount to offset alternating tiles. Uses HALF_OFFSET_* constants. Default value: HALF_OFFSET_DISABLED. </member> <member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size" brief=""> + The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size. Default value: 16. </member> <member name="cell_size" type="Vector2" setter="set_cell_size" getter="get_cell_size" brief=""> + The TileMap's cell size. </member> <member name="cell_tile_origin" type="int" setter="set_tile_origin" getter="get_tile_origin" brief="" enum="TileMap.TileOrigin"> + Position for tile origin. Uses TILE_ORIGIN_* constants. Default value: TILE_ORIGIN_TOP_LEFT. </member> <member name="cell_y_sort" type="bool" setter="set_y_sort_mode" getter="is_y_sort_mode_enabled" brief=""> + If [code]true[/code] the TileMap's children will be drawn in order of their Y coordinate. Default value: [code]false[/code]. </member> <member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce" brief=""> + Bounce value for static body collisions (see [code]collision_use_kinematic[/code]). Default value: 0. </member> <member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction" brief=""> + Friction value for static body collisions (see [code]collision_use_kinematic[/code]). Default value: 1. </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" brief=""> + The collision layer(s) for all colliders in the TileMap. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" brief=""> + The collision mask(s) for all colliders in the TileMap. </member> <member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" brief=""> + If [code]true[/code] TileMap collisions will be handled as a kinematic body. If [code]false[/code] collisions will be handled as static body. Default value: [code]false[/code]. </member> <member name="mode" type="int" setter="set_mode" getter="get_mode" brief="" enum="TileMap.Mode"> + The TileMap orientation mode. Uses MODE_* constants. Default value: MODE_SQUARE. </member> <member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" brief=""> + The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s). </member> <member name="tile_data" type="PoolIntArray" setter="_set_tile_data" getter="_get_tile_data" brief=""> + A [PoolIntArray] containing </member> <member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset" brief=""> + The assigned [TileSet]. </member> </members> <signals> <signal name="settings_changed"> <description> - Signal indicating that a tilemap setting has changed. + Emitted when a tilemap setting has changed. </description> </signal> </signals> |