<?xml version="1.0" encoding="UTF-8" ?> <class name="TileMap" inherits="Node2D" version="4.0"> <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. When doing physics queries against the tilemap, the cell coordinates are encoded as [code]metadata[/code] for each detected collision shape returned by methods such as [method PhysicsDirectSpaceState2D.intersect_shape], [method PhysicsDirectBodyState2D.get_contact_collider_shape_metadata] etc. </description> <tutorials> <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"> <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_alternative_tile" qualifiers="const"> <return type="int"> </return> <argument index="0" name="coords" type="Vector2i"> </argument> <description> </description> </method> <method name="get_cell_atlas_coords" qualifiers="const"> <return type="Vector2i"> </return> <argument index="0" name="coords" type="Vector2i"> </argument> <description> </description> </method> <method name="get_cell_source_id" qualifiers="const"> <return type="int"> </return> <argument index="0" name="coords" type="Vector2i"> </argument> <description> </description> </method> <method name="get_neighbor_cell" qualifiers="const"> <return type="Vector2i"> </return> <argument index="0" name="coords" type="Vector2i"> </argument> <argument index="1" name="neighbor" type="int" enum="TileSet.CellNeighbor"> </argument> <description> </description> </method> <method name="get_surrounding_tiles"> <return type="Vector2i[]"> </return> <argument index="0" name="coords" type="Vector2i"> </argument> <description> </description> </method> <method name="get_used_cells" qualifiers="const"> <return type="Vector2i[]"> </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_rect"> <return type="Rect2"> </return> <description> Returns a rectangle enclosing the used (non-empty) tiles of the map. </description> </method> <method name="map_to_world" qualifiers="const"> <return type="Vector2"> </return> <argument index="0" name="map_position" type="Vector2i"> </argument> <description> Returns the local position corresponding to the given tilemap (grid-based) coordinates. </description> </method> <method name="set_cell"> <return type="void"> </return> <argument index="0" name="coords" type="Vector2i"> </argument> <argument index="1" name="source_id" type="int" default="-1"> </argument> <argument index="2" name="atlas_coords" type="Vector2i" default="Vector2i(-1, -1)"> </argument> <argument index="3" name="alternative_tile" type="int" default="-1"> </argument> <description> Sets the tile index for the cell given by a Vector2i. </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="Vector2i"> </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_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="show_collision" type="int" setter="set_collision_visibility_mode" getter="get_collision_visibility_mode" enum="TileMap.VisibilityMode" default="0"> </member> <member name="show_navigation" type="int" setter="set_navigation_visibility_mode" getter="get_navigation_visibility_mode" enum="TileMap.VisibilityMode" default="0"> </member> <member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset"> The assigned [TileSet]. </member> </members> <signals> <signal name="changed"> <description> Emitted when the [TileSet] of this TileMap changes. </description> </signal> </signals> <constants> <constant name="VISIBILITY_MODE_DEFAULT" value="0" enum="VisibilityMode"> </constant> <constant name="VISIBILITY_MODE_FORCE_HIDE" value="2" enum="VisibilityMode"> </constant> <constant name="VISIBILITY_MODE_FORCE_SHOW" value="1" enum="VisibilityMode"> </constant> </constants> </class>