TileMap¶
Inherits:Node2D<CanvasItem<Node<Object
Node for 2D tile-based maps.
Description¶
Node for 2D tile-based maps. Tilemaps use aTileSet 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 asmetadata for each detected collision shape returned by methods such asPhysics2DDirectSpaceState.intersect_shape,Physics2DDirectBodyState.get_contact_collider_shape_metadata, etc.
Tutorials¶
Properties¶
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Methods¶
void | clear() |
void | |
is_cell_x_flipped(int x,int y)const | |
is_cell_y_flipped(int x,int y)const | |
map_to_world(Vector2 map_position,bool ignore_half_ofs=false)const | |
void | set_cell(int x,int y,int tile,bool flip_x=false,bool flip_y=false,bool transpose=false,Vector2 autotile_coord=Vector2( 0, 0 )) |
void | set_cellv(Vector2 position,int tile,bool flip_x=false,bool flip_y=false,bool transpose=false,Vector2 autotile_coord=Vector2( 0, 0 )) |
void | set_collision_layer_bit(int bit,bool value) |
void | set_collision_mask_bit(int bit,bool value) |
void | update_bitmask_area(Vector2 position) |
void | update_bitmask_region(Vector2 start=Vector2( 0, 0 ),Vector2 end=Vector2( 0, 0 )) |
void | |
world_to_map(Vector2 world_position)const |
Signals¶
settings_changed()
Emitted when a tilemap setting has changed.
Enumerations¶
enumMode:
MODE_SQUARE =0 --- Orthogonal orientation mode.
MODE_ISOMETRIC =1 --- Isometric orientation mode.
MODE_CUSTOM =2 --- Custom orientation mode.
enumHalfOffset:
HALF_OFFSET_X =0 --- Half offset on the X coordinate.
HALF_OFFSET_Y =1 --- Half offset on the Y coordinate.
HALF_OFFSET_DISABLED =2 --- Half offset disabled.
HALF_OFFSET_NEGATIVE_X =3 --- Half offset on the X coordinate (negative).
HALF_OFFSET_NEGATIVE_Y =4 --- Half offset on the Y coordinate (negative).
enumTileOrigin:
TILE_ORIGIN_TOP_LEFT =0 --- Tile origin at its top-left corner.
TILE_ORIGIN_CENTER =1 --- Tile origin at its center.
TILE_ORIGIN_BOTTOM_LEFT =2 --- Tile origin at its bottom-left corner.
Constants¶
INVALID_CELL =-1 --- Returned when a cell doesn't exist.
Property Descriptions¶
boolcell_clip_uv
Default |
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Setter | set_clip_uv(value) |
Getter | get_clip_uv() |
Iftrue, the cell's UVs will be clipped.
Transform2Dcell_custom_transform
Default |
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Setter | set_custom_transform(value) |
Getter | get_custom_transform() |
The customTransform2D to be applied to the TileMap's cells.
HalfOffsetcell_half_offset
Default |
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Setter | set_half_offset(value) |
Getter | get_half_offset() |
Amount to offset alternating tiles. SeeHalfOffset for possible values.
intcell_quadrant_size
Default |
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Setter | set_quadrant_size(value) |
Getter | get_quadrant_size() |
The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
Vector2cell_size
Default |
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Setter | set_cell_size(value) |
Getter | get_cell_size() |
The TileMap's cell size.
TileOrigincell_tile_origin
Default |
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Setter | set_tile_origin(value) |
Getter | get_tile_origin() |
Position for tile origin. SeeTileOrigin for possible values.
boolcell_y_sort
Default |
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Setter | set_y_sort_mode(value) |
Getter | is_y_sort_mode_enabled() |
Iftrue, the TileMap's direct children will be drawn in order of their Y coordinate.
boolcentered_textures
Default |
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Setter | set_centered_textures(value) |
Getter | is_centered_textures_enabled() |
Iftrue, the textures will be centered in the middle of each tile. This is useful for certain isometric or top-down modes when textures are made larger or smaller than the tiles (e.g. to avoid flickering on tile edges). The offset is still applied, but from the center of the tile. If used,compatibility_mode is ignored.
Iffalse, the texture position start in the top-left corner unlesscompatibility_mode is enabled.
floatcollision_bounce
Default |
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Setter | set_collision_bounce(value) |
Getter | get_collision_bounce() |
Bounce value for static body collisions (seecollision_use_kinematic).
floatcollision_friction
Default |
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Setter | set_collision_friction(value) |
Getter | get_collision_friction() |
Friction value for static body collisions (seecollision_use_kinematic).
intcollision_layer
Default |
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Setter | set_collision_layer(value) |
Getter | get_collision_layer() |
The collision layer(s) for all colliders in the TileMap. SeeCollision layers and masks in the documentation for more information.
intcollision_mask
Default |
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Setter | set_collision_mask(value) |
Getter | get_collision_mask() |
The collision mask(s) for all colliders in the TileMap. SeeCollision layers and masks in the documentation for more information.
boolcollision_use_kinematic
Default |
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Setter | set_collision_use_kinematic(value) |
Getter | get_collision_use_kinematic() |
Iftrue, TileMap collisions will be handled as a kinematic body. Iffalse, collisions will be handled as static body.
boolcollision_use_parent
Default |
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Setter | set_collision_use_parent(value) |
Getter | get_collision_use_parent() |
Iftrue, this tilemap's collision shape will be added to the collision shape of the parent. The parent has to be aCollisionObject2D.
boolcompatibility_mode
Default |
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Setter | set_compatibility_mode(value) |
Getter | is_compatibility_mode_enabled() |
Iftrue, the compatibility with the tilemaps made in Godot 3.1 or earlier is maintained (textures move when the tile origin changes and rotate if the texture size is not homogeneous). This mode presents problems when doingflip_h,flip_v andtranspose tile operations on non-homogeneous isometric tiles (e.g. 2:1), in which the texture could not coincide with the collision, thus it is not recommended for isometric or non-square tiles.
Iffalse, the textures do not move when doingflip_h,flip_v operations if no offset is used, nor when changing the tile origin.
The compatibility mode doesn't work with thecentered_textures option, because displacing textures with thecell_tile_origin option or in irregular tiles is not relevant when centering those textures.
Modemode
Default |
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Setter | set_mode(value) |
Getter | get_mode() |
The TileMap orientation mode. SeeMode for possible values.
intoccluder_light_mask
Default |
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Setter | set_occluder_light_mask(value) |
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).
boolshow_collision
Default |
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Setter | set_show_collision(value) |
Getter | is_show_collision_enabled() |
Iftrue, collision shapes are visible in the editor. Doesn't affect collision shapes visibility at runtime. To show collision shapes at runtime, enableVisible Collision Shapes in theDebug menu instead.
TileSettile_set
Setter | set_tileset(value) |
Getter | get_tileset() |
The assignedTileSet.
Method Descriptions¶
voidclear()
Clears all cells.
voidfix_invalid_tiles()
Clears cells that do not exist in the tileset.
Returns the tile index of the given cell. If no tile exists in the cell, returnsINVALID_CELL.
Returns the coordinate (subtile column and row) of the autotile variation in the tileset. Returns a zero vector if the cell doesn't have autotiling.
Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returnsINVALID_CELL.
Returnstrue if the given collision layer bit is set.
Returnstrue if the given collision mask bit is set.
Returns aVector2 array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from-1).
Returns an array of all cells with the given tile index specified inid.
Rect2get_used_rect()
Returns a rectangle enclosing the used (non-empty) tiles of the map.
Returnstrue if the given cell is transposed, i.e. the X and Y axes are swapped.
Returnstrue if the given cell is flipped in the X axis.
Returnstrue if the given cell is flipped in the Y axis.
Returns the local position of the top left corner of the cell corresponding to the given tilemap (grid-based) coordinates.
To get the global position, useNode2D.to_global:
varlocal_position=my_tilemap.map_to_world(map_position)varglobal_position=my_tilemap.to_global(local_position)
Optionally, the tilemap's half offset can be ignored.
voidset_cell(int x,int y,int tile,bool flip_x=false,bool flip_y=false,bool transpose=false,Vector2 autotile_coord=Vector2( 0, 0 ))
Sets the tile index for the given cell.
An index of-1 clears the cell.
Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile.
Note: 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 callupdate_dirty_quadrants.
Overriding this method also overrides it internally, allowing custom logic to be implemented when tiles are placed/removed:
funcset_cell(x,y,tile,flip_x=false,flip_y=false,transpose=false,autotile_coord=Vector2()):# Write your custom logic here.# To call the default method:.set_cell(x,y,tile,flip_x,flip_y,transpose,autotile_coord)
voidset_cellv(Vector2 position,int tile,bool flip_x=false,bool flip_y=false,bool transpose=false,Vector2 autotile_coord=Vector2( 0, 0 ))
Sets the tile index for the cell given by a Vector2.
An index of-1 clears the cell.
Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile.
Note: 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 callupdate_dirty_quadrants.
Sets the given collision layer bit.
Sets the given collision mask bit.
voidupdate_bitmask_area(Vector2 position)
Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates.
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.
voidupdate_dirty_quadrants()
Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.
Returns the tilemap (grid-based) coordinates corresponding to the given local position.
To use this with a global position, first determine the local position withNode2D.to_local:
varlocal_position=my_tilemap.to_local(global_position)varmap_position=my_tilemap.world_to_map(local_position)