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.
$DOCS_URL/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
Called with a TileData object about to be used internally by the TileMap, allowing its modification at runtime.
This method is only called if [method _use_tile_data_runtime_update] is implemented and returns [code]true[/code] for the given tile [code]coords[/coords] and [code]layer[/code].
[b]Warning:[/b] The [code]tile_data[/code] object's sub-resources are the same as the one in the TileSet. Modifying them might impact the whole TileSet. Instead, make sure to duplicate those resources.
[b]Note:[/b] If the properties of [code]tile_data[/code] object should change over time, use [method force_update] to trigger a TileMap update.
Should return [code]true[/code] if the tile at coordinates [code]coords[/coords] on layer [code]layer[/code] requires a runtime update.
[b]Warning:[/b] Make sure this function only return [code]true[/code] when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty.
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.
Erases the cell on layer [code]layer[/code] at coordinates [code]coords[/code].
Clears cells that do not exist in the tileset.
Triggers an update of the TileMap. If [code]layer[/code] is provided, only updates the given layer.
[b]Note:[/b] The TileMap node updates automatically when one of its properties is modified. A manual update is only needed if runtime modifications (implemented in [method _tile_data_runtime_update]) need to be applied.
[b]Warning:[/b] Updating the TileMap is a performance demanding task. Limit occurrences of those updates to the minimum and limit the amount tiles they impact (by segregating tiles updated often to a dedicated layer for example).
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 coordinates 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], identified 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 coordinate [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 a local position of the center of the cell at the given tilemap (grid-based) coordinates.
[b]Note:[/b] This doesn't correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_offset] property of individual tiles.
Moves the layer at index [code]layer_index[/code] to the given position [code]to_position[/code] in the array.
Removes the layer at index [code]layer[/code].
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 identifier [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].
Update all the cells in the [code]cells[/code] coordinates array so that they use the given [code]terrain[/code] for the given [code]terrain_set[/code]. If an updated cell has the same terrain as one of its neighboring cells, this function tries to join the two. This function might update neighboring tiles if needed to create correct terrain transitions. If [code]ignore_empty_terrains[/code] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
If [code]ignore_empty_terrains[/code] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
[b]Note:[/b] To work correctly, [code]set_cells_terrain_connect[/code] requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
Update all the cells in the [code]cells[/code] coordinates array so that they use the given [code]terrain[/code] for the given [code]terrain_set[/code]. The function will also connect two successive cell in the path with the same terrain. This function might update neighboring tiles if needed to create correct terrain transitions.
If [code]ignore_empty_terrains[/code] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
[b]Note:[/b] To work correctly, [code]set_cells_terrain_path[/code] requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
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 [constant VISIBILITY_MODE_DEFAULT], this depends on the show collision debug settings.
Show or hide the TileMap's collision shapes. If set to [constant VISIBILITY_MODE_DEFAULT], 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.