Node for 2D tile-based maps. Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles which are used to create grid-based maps. A TileMap may have several layers, layouting tiles on top of each other. https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html https://godotengine.org/asset-library/asset/120 https://godotengine.org/asset-library/asset/112 https://godotengine.org/asset-library/asset/111 https://godotengine.org/asset-library/asset/519 https://godotengine.org/asset-library/asset/520 https://godotengine.org/asset-library/asset/113 Adds a layer at the given position [code]to_position[/code] in the array. If [code]to_position[/code] is -1, adds it at the end of the array. Clears all cells. Clears all cells on the given layer. Clears cells that do not exist in the tileset. Returns the tile alternative ID of the cell on layer [code]layer[/code] at [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]. Returns the tile atlas coordinates 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]. 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]. 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. Returns a TileMap layer's modulate. Returns a TileMap layer's name. Returns a TileMap layer's Y sort origin. Returns a TileMap layer's Z-index value. Returns the neighboring cell to the one at coordinates [code]coords[/code], indentified by the [code]neighbor[/code] direction. This method takes into account the different layouts a TileMap can take. Creates a new [TileMapPattern] from the given layer and set of cells. Returns the list of all neighbourings cells to the one at [code]coords[/code] Returns a [Vector2] array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers. Returns if a layer is enabled. Returns if a layer Y-sorts its tiles. Returns for the given coodinate [code]coords_in_pattern[/code] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [code]position_in_tilemap[/code] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code] Returns the local position corresponding to the given tilemap (grid-based) coordinates. Moves the layer at index [code]layer_index[/code] to the given position [code]to_position[/code] in the array. Moves the layer at index [code]layer_index[/code] to the given position [code]to_position[/code] in the array. Sets the tile indentifiers for the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. Each tile of the [TileSet] is identified using three parts: - The source indentifier [code]source_id[/code] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id], - The atlas coordinates identifier [code]atlas_coords[/code] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]. For [TileSetScenesCollectionSource] it should be 0), - The alternative tile identifier [code]alternative_tile[/code] identifies a tile alternative the source is a [TileSetAtlasSource], and the scene for a [TileSetScenesCollectionSource]. Updates all the cells in the [code]cells[/code] coordinates array and replace them by tiles that matches the surrounding cells terrains. Only cells form the given [code]terrain_set[/code] are considered. If [code]ignore_empty_terrains[/code] is true, zones with no terrain defined are ignored to select the tiles. Enables or disables the layer [code]layer[/code]. A disabled layer is not processed at all (no rendering, no physics, etc...). Sets a layer's color. It will be multiplied by tile's color and TileMap's modulate. Sets a layer's name. This is mostly useful in the editor. Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer will behave as a CanvasItem node where each of its tile gets Y-sorted. Y-sorted layers should usually be on different Z-index values than not Y-sorted layers, otherwise, each of those layer will be Y-sorted as whole with the Y-sorted one. This is usually an undesired behvaior. Sets a layer's Y-sort origin value. This Y-sort origin value is added to each tile's Y-sort origin value. This allows, for example, to fake a different height level on each layer. This can be useful for top-down view games. Sets a layers Z-index value. This Z-index is added to each tile's Z-index value. Paste the given [TileMapPattern] at the given [code]position[/code] and [code]layer[/code] in the tile map. Returns the tilemap (grid-based) coordinates corresponding to the given local position. The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size. 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. Show or hide the TileMap's collision shapes. If set to [code]VISIBILITY_MODE_DEFAULT[/code], this depends on the show collision debug settings. Show or hide the TileMap's collision shapes. If set to [code]VISIBILITY_MODE_DEFAULT[/code], this depends on the show navigation debug settings. The assigned [TileSet]. Emitted when the [TileSet] of this TileMap changes. Use the debug settings to determine visibility. Always hide. Always show.