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-rw-r--r--doc/classes/TileMap.xml14
1 files changed, 10 insertions, 4 deletions
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 9df2b656f4..371ba80723 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -7,7 +7,13 @@
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>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link>
+ <link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link>
+ <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
+ <link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link>
+ <link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link>
+ <link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
+ <link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
+ <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
</tutorials>
<methods>
<method name="clear">
@@ -166,7 +172,7 @@
If you need these to be immediately updated, you can call [method update_dirty_quadrants].
Overriding this method also overrides it internally, allowing custom logic to be implemented when tiles are placed/removed:
[codeblock]
- func set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)
+ func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, autotile_coord=Vector2())
# Write your custom logic here.
# To call the default method:
.set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)
@@ -287,10 +293,10 @@
Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
- The collision layer(s) for all colliders in the TileMap.
+ The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The collision mask(s) for all colliders in the TileMap.
+ The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false">
If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.