diff options
Diffstat (limited to 'doc/classes/TileMap.xml')
-rw-r--r-- | doc/classes/TileMap.xml | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 4621d138ac..532c9a7128 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -29,6 +29,13 @@ Clears all cells. </description> </method> + <method name="clear_layer"> + <return type="void" /> + <argument index="0" name="layer" type="int" /> + <description> + Clears all cells on the given layer. + </description> + </method> <method name="fix_invalid_tiles"> <return type="void" /> <description> @@ -62,6 +69,13 @@ Returns the tile source ID of the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. If [code]use_proxies[/code] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy]. </description> </method> + <method name="get_coords_for_body_rid"> + <return type="Vector2i" /> + <argument index="0" name="body" type="RID" /> + <description> + Returns the coodinates of the tile for given physics body RID. Such RID can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile. + </description> + </method> <method name="get_layer_name" qualifiers="const"> <return type="String" /> <argument index="0" name="layer" type="int" /> @@ -220,6 +234,10 @@ <member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size" default="16"> The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size. </member> + <member name="collision_animatable" type="bool" setter="set_collision_animatable" getter="is_collision_animatable" default="false"> + If enabled, the TileMap will see its collisions synced to the physics tick and change its collision type from static to kinematic. This is required to create TileMap-based moving platform. + [b]Note:[/b] Enabling [code]collision_animatable[/code] may have a small performance impact, only do it if the TileMap is moving and has colliding tiles. + </member> <member name="collision_visibility_mode" type="int" setter="set_collision_visibility_mode" getter="get_collision_visibility_mode" enum="TileMap.VisibilityMode" default="0"> Show or hide the TileMap's collision shapes. If set to [code]VISIBILITY_MODE_DEFAULT[/code], this depends on the show collision debug settings. </member> |