1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
|
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TileMap" inherits="Node2D" category="Core" version="3.1">
<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>
<demos>
</demos>
<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.
</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.
</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 id.
</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.
Note that 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_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.
Note that 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) coordinatescorresponding to the given global 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. Uses HALF_OFFSET_* constants. Default value: HALF_OFFSET_DISABLED.
</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. Uses TILE_ORIGIN_* constants. Default value: TILE_ORIGIN_TOP_LEFT.
</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. Uses MODE_* constants. Default value: MODE_SQUARE.
</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="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>
|