<?xml version="1.0" encoding="UTF-8" ?>
<class name="TileMap" inherits="Node2D" category="Core" version="3.2">
	<brief_description>
		Node for 2D tile-based maps.
	</brief_description>
	<description>
		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>
	</tutorials>
	<methods>
		<method name="clear">
			<return type="void">
			</return>
			<description>
				Clears all cells.
			</description>
		</method>
		<method name="fix_invalid_tiles">
			<return type="void">
			</return>
			<description>
				Clears cells that do not exist in the tileset.
			</description>
		</method>
		<method name="get_cell" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="x" type="int">
			</argument>
			<argument index="1" name="y" type="int">
			</argument>
			<description>
				Returns the tile index of the given cell. If no tile exists in the cell, returns [constant INVALID_CELL].
			</description>
		</method>
		<method name="get_cell_autotile_coord" qualifiers="const">
			<return type="Vector2">
			</return>
			<argument index="0" name="x" type="int">
			</argument>
			<argument index="1" name="y" type="int">
			</argument>
			<description>
			</description>
		</method>
		<method name="get_cellv" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="position" type="Vector2">
			</argument>
			<description>
				Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returns [constant INVALID_CELL].
			</description>
		</method>
		<method name="get_collision_layer_bit" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if the given collision layer bit is set.
			</description>
		</method>
		<method name="get_collision_mask_bit" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if the given collision mask bit is set.
			</description>
		</method>
		<method name="get_used_cells" qualifiers="const">
			<return type="Array">
			</return>
			<description>
				Returns a [Vector2] array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from [code]-1[/code]).
			</description>
		</method>
		<method name="get_used_cells_by_id" qualifiers="const">
			<return type="Array">
			</return>
			<argument index="0" name="id" type="int">
			</argument>
			<description>
				Returns an array of all cells with the given tile [code]id[/code].
			</description>
		</method>
		<method name="get_used_rect">
			<return type="Rect2">
			</return>
			<description>
				Returns a rectangle enclosing the used (non-empty) tiles of the map.
			</description>
		</method>
		<method name="is_cell_transposed" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="x" type="int">
			</argument>
			<argument index="1" name="y" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y axes are swapped.
			</description>
		</method>
		<method name="is_cell_x_flipped" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="x" type="int">
			</argument>
			<argument index="1" name="y" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if the given cell is flipped in the X axis.
			</description>
		</method>
		<method name="is_cell_y_flipped" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="x" type="int">
			</argument>
			<argument index="1" name="y" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if the given cell is flipped in the Y axis.
			</description>
		</method>
		<method name="map_to_world" qualifiers="const">
			<return type="Vector2">
			</return>
			<argument index="0" name="map_position" type="Vector2">
			</argument>
			<argument index="1" name="ignore_half_ofs" type="bool" default="false">
			</argument>
			<description>
				Returns the global position corresponding to the given tilemap (grid-based) coordinates.
				Optionally, the tilemap's half offset can be ignored.
			</description>
		</method>
		<method name="set_cell">
			<return type="void">
			</return>
			<argument index="0" name="x" type="int">
			</argument>
			<argument index="1" name="y" type="int">
			</argument>
			<argument index="2" name="tile" type="int">
			</argument>
			<argument index="3" name="flip_x" type="bool" default="false">
			</argument>
			<argument index="4" name="flip_y" type="bool" default="false">
			</argument>
			<argument index="5" name="transpose" type="bool" default="false">
			</argument>
			<argument index="6" name="autotile_coord" type="Vector2" default="Vector2( 0, 0 )">
			</argument>
			<description>
				Sets the tile index for the cell given by a Vector2.
				An index of [code]-1[/code] clears the cell.
				Optionally, the tile can also be flipped, transposed, or given autotile coordinates.
				[b]Note:[/b] Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
				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)
				    # Write your custom logic here.
				    # To call the default method:
				    .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)
				[/codeblock]
			</description>
		</method>
		<method name="set_cellv">
			<return type="void">
			</return>
			<argument index="0" name="position" type="Vector2">
			</argument>
			<argument index="1" name="tile" type="int">
			</argument>
			<argument index="2" name="flip_x" type="bool" default="false">
			</argument>
			<argument index="3" name="flip_y" type="bool" default="false">
			</argument>
			<argument index="4" name="transpose" type="bool" default="false">
			</argument>
			<description>
				Sets the tile index for the given cell.
				An index of [code]-1[/code] clears the cell.
				Optionally, the tile can also be flipped or transposed.
				[b]Note:[/b] Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
				If you need these to be immediately updated, you can call [method update_dirty_quadrants].
			</description>
		</method>
		<method name="set_collision_layer_bit">
			<return type="void">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<argument index="1" name="value" type="bool">
			</argument>
			<description>
				Sets the given collision layer bit.
			</description>
		</method>
		<method name="set_collision_mask_bit">
			<return type="void">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<argument index="1" name="value" type="bool">
			</argument>
			<description>
				Sets the given collision mask bit.
			</description>
		</method>
		<method name="update_bitmask_area">
			<return type="void">
			</return>
			<argument index="0" name="position" type="Vector2">
			</argument>
			<description>
				Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates.
			</description>
		</method>
		<method name="update_bitmask_region">
			<return type="void">
			</return>
			<argument index="0" name="start" type="Vector2" default="Vector2( 0, 0 )">
			</argument>
			<argument index="1" name="end" type="Vector2" default="Vector2( 0, 0 )">
			</argument>
			<description>
				Applies autotiling rules to the cells in the given region (specified by grid-based X and Y coordinates).
				Calling with invalid (or missing) parameters applies autotiling rules for the entire tilemap.
			</description>
		</method>
		<method name="update_dirty_quadrants">
			<return type="void">
			</return>
			<description>
				Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.
			</description>
		</method>
		<method name="world_to_map" qualifiers="const">
			<return type="Vector2">
			</return>
			<argument index="0" name="world_position" type="Vector2">
			</argument>
			<description>
				Returns the tilemap (grid-based) coordinates corresponding to the given local position.
			</description>
		</method>
	</methods>
	<members>
		<member name="cell_clip_uv" type="bool" setter="set_clip_uv" getter="get_clip_uv">
		</member>
		<member name="cell_custom_transform" type="Transform2D" setter="set_custom_transform" getter="get_custom_transform">
			The custom [Transform2D] to be applied to the TileMap's cells.
		</member>
		<member name="cell_half_offset" type="int" setter="set_half_offset" getter="get_half_offset" enum="TileMap.HalfOffset">
			Amount to offset alternating tiles. See [enum HalfOffset] for possible values. Default value: [code]HALF_OFFSET_DISABLED[/code].
		</member>
		<member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size">
			The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size. Default value: 16.
		</member>
		<member name="cell_size" type="Vector2" setter="set_cell_size" getter="get_cell_size">
			The TileMap's cell size.
		</member>
		<member name="cell_tile_origin" type="int" setter="set_tile_origin" getter="get_tile_origin" enum="TileMap.TileOrigin">
			Position for tile origin. See [enum TileOrigin] for possible values. Default value: [code]TILE_ORIGIN_TOP_LEFT[/code].
		</member>
		<member name="cell_y_sort" type="bool" setter="set_y_sort_mode" getter="is_y_sort_mode_enabled">
			If [code]true[/code], the TileMap's children will be drawn in order of their Y coordinate. Default value: [code]false[/code].
		</member>
		<member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce">
			Bounce value for static body collisions (see [code]collision_use_kinematic[/code]). Default value: 0.
		</member>
		<member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction">
			Friction value for static body collisions (see [code]collision_use_kinematic[/code]). Default value: 1.
		</member>
		<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
			The collision layer(s) for all colliders in the TileMap.
		</member>
		<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
			The collision mask(s) for all colliders in the TileMap.
		</member>
		<member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic">
			If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body. Default value: [code]false[/code].
		</member>
		<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="TileMap.Mode">
			The TileMap orientation mode. See [enum Mode] for possible values. Default value: [code]MODE_SQUARE[/code].
		</member>
		<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask">
			The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s).
		</member>
		<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset">
			The assigned [TileSet].
		</member>
	</members>
	<signals>
		<signal name="settings_changed">
			<description>
				Emitted when a tilemap setting has changed.
			</description>
		</signal>
	</signals>
	<constants>
		<constant name="INVALID_CELL" value="-1">
			Returned when a cell doesn't exist.
		</constant>
		<constant name="MODE_SQUARE" value="0" enum="Mode">
			Orthogonal orientation mode.
		</constant>
		<constant name="MODE_ISOMETRIC" value="1" enum="Mode">
			Isometric orientation mode.
		</constant>
		<constant name="MODE_CUSTOM" value="2" enum="Mode">
			Custom orientation mode.
		</constant>
		<constant name="HALF_OFFSET_X" value="0" enum="HalfOffset">
			Half offset on the X coordinate.
		</constant>
		<constant name="HALF_OFFSET_Y" value="1" enum="HalfOffset">
			Half offset on the Y coordinate.
		</constant>
		<constant name="HALF_OFFSET_DISABLED" value="2" enum="HalfOffset">
			Half offset disabled.
		</constant>
		<constant name="HALF_OFFSET_NEGATIVE_X" value="3" enum="HalfOffset">
			Half offset on the X coordinate (negative).
		</constant>
		<constant name="HALF_OFFSET_NEGATIVE_Y" value="4" enum="HalfOffset">
			Half offset on the Y coordinate (negative).
		</constant>
		<constant name="TILE_ORIGIN_TOP_LEFT" value="0" enum="TileOrigin">
			Tile origin at its top-left corner.
		</constant>
		<constant name="TILE_ORIGIN_CENTER" value="1" enum="TileOrigin">
			Tile origin at its center.
		</constant>
		<constant name="TILE_ORIGIN_BOTTOM_LEFT" value="2" enum="TileOrigin">
			Tile origin at its bottom-left corner.
		</constant>
	</constants>
</class>