diff options
Diffstat (limited to 'doc/classes/TileMap.xml')
-rw-r--r-- | doc/classes/TileMap.xml | 14 |
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. |