TileMap

Deprecated: Use multipleTileMapLayer nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.

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 which are used to create grid-based maps. A TileMap may have several layers, layouting tiles on top of each other.

For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from aTileSetScenesCollectionSource may be initialized after their parent. This is only queued when inside the scene tree.

To force an update earlier on, callupdate_internals().

Note: For performance and compatibility reasons, the coordinates serialized byTileMap are limited to 16-bit signed integers, i.e. the range for X and Y coordinates is from-32768 to32767. When saving tile data, tiles outside this range are wrapped.

Tutorials

Properties

bool

collision_animatable

false

VisibilityMode

collision_visibility_mode

0

VisibilityMode

navigation_visibility_mode

0

int

rendering_quadrant_size

16

TileSet

tile_set

Methods

void

_tile_data_runtime_update(layer:int, coords:Vector2i, tile_data:TileData)virtual

bool

_use_tile_data_runtime_update(layer:int, coords:Vector2i)virtual

void

add_layer(to_position:int)

void

clear()

void

clear_layer(layer:int)

void

erase_cell(layer:int, coords:Vector2i)

void

fix_invalid_tiles()

void

force_update(layer:int = -1)

int

get_cell_alternative_tile(layer:int, coords:Vector2i, use_proxies:bool = false)const

Vector2i

get_cell_atlas_coords(layer:int, coords:Vector2i, use_proxies:bool = false)const

int

get_cell_source_id(layer:int, coords:Vector2i, use_proxies:bool = false)const

TileData

get_cell_tile_data(layer:int, coords:Vector2i, use_proxies:bool = false)const

Vector2i

get_coords_for_body_rid(body:RID)

int

get_layer_for_body_rid(body:RID)

Color

get_layer_modulate(layer:int)const

String

get_layer_name(layer:int)const

RID

get_layer_navigation_map(layer:int)const

int

get_layer_y_sort_origin(layer:int)const

int

get_layer_z_index(layer:int)const

int

get_layers_count()const

RID

get_navigation_map(layer:int)const

Vector2i

get_neighbor_cell(coords:Vector2i, neighbor:CellNeighbor)const

TileMapPattern

get_pattern(layer:int, coords_array:Array[Vector2i])

Array[Vector2i]

get_surrounding_cells(coords:Vector2i)

Array[Vector2i]

get_used_cells(layer:int)const

Array[Vector2i]

get_used_cells_by_id(layer:int, source_id:int = -1, atlas_coords:Vector2i = Vector2i(-1, -1), alternative_tile:int = -1)const

Rect2i

get_used_rect()const

bool

is_cell_flipped_h(layer:int, coords:Vector2i, use_proxies:bool = false)const

bool

is_cell_flipped_v(layer:int, coords:Vector2i, use_proxies:bool = false)const

bool

is_cell_transposed(layer:int, coords:Vector2i, use_proxies:bool = false)const

bool

is_layer_enabled(layer:int)const

bool

is_layer_navigation_enabled(layer:int)const

bool

is_layer_y_sort_enabled(layer:int)const

Vector2i

local_to_map(local_position:Vector2)const

Vector2i

map_pattern(position_in_tilemap:Vector2i, coords_in_pattern:Vector2i, pattern:TileMapPattern)

Vector2

map_to_local(map_position:Vector2i)const

void

move_layer(layer:int, to_position:int)

void

notify_runtime_tile_data_update(layer:int = -1)

void

remove_layer(layer:int)

void

set_cell(layer:int, coords:Vector2i, source_id:int = -1, atlas_coords:Vector2i = Vector2i(-1, -1), alternative_tile:int = 0)

void

set_cells_terrain_connect(layer:int, cells:Array[Vector2i], terrain_set:int, terrain:int, ignore_empty_terrains:bool = true)

void

set_cells_terrain_path(layer:int, path:Array[Vector2i], terrain_set:int, terrain:int, ignore_empty_terrains:bool = true)

void

set_layer_enabled(layer:int, enabled:bool)

void

set_layer_modulate(layer:int, modulate:Color)

void

set_layer_name(layer:int, name:String)

void

set_layer_navigation_enabled(layer:int, enabled:bool)

void

set_layer_navigation_map(layer:int, map:RID)

void

set_layer_y_sort_enabled(layer:int, y_sort_enabled:bool)

void

set_layer_y_sort_origin(layer:int, y_sort_origin:int)

void

set_layer_z_index(layer:int, z_index:int)

void

set_navigation_map(layer:int, map:RID)

void

set_pattern(layer:int, position:Vector2i, pattern:TileMapPattern)

void

update_internals()


Signals

changed()🔗

Emitted when theTileSet of this TileMap changes.


Enumerations

enumVisibilityMode:🔗

VisibilityModeVISIBILITY_MODE_DEFAULT =0

Use the debug settings to determine visibility.

VisibilityModeVISIBILITY_MODE_FORCE_HIDE =2

Always hide.

VisibilityModeVISIBILITY_MODE_FORCE_SHOW =1

Always show.


Property Descriptions

boolcollision_animatable =false🔗

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.

Note: Enablingcollision_animatable may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.


VisibilityModecollision_visibility_mode =0🔗

Show or hide the TileMap's collision shapes. If set toVISIBILITY_MODE_DEFAULT, this depends on the show collision debug settings.


VisibilityModenavigation_visibility_mode =0🔗

Show or hide the TileMap's navigation meshes. If set toVISIBILITY_MODE_DEFAULT, this depends on the show navigation debug settings.


intrendering_quadrant_size =16🔗

The TileMap's quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes.rendering_quadrant_size defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together16*16=256 tiles.

The quadrant size does not apply on Y-sorted layers, as tiles are grouped by Y position instead in that case.

Note: As quadrants are created according to the map's coordinate system, the quadrant's "square shape" might not look like square in the TileMap's local coordinate system.


TileSettile_set🔗

TheTileSet used by thisTileMap. The textures, collisions, and additional behavior of all available tiles are stored here.


Method Descriptions

void_tile_data_runtime_update(layer:int, coords:Vector2i, tile_data:TileData)virtual🔗

Called with a TileData object about to be used internally by the TileMap, allowing its modification at runtime.

This method is only called if_use_tile_data_runtime_update() is implemented and returnstrue for the given tilecoords andlayer.

Warning: Thetile_data 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.

Note: If the properties oftile_data object should change over time, usenotify_runtime_tile_data_update() to notify the TileMap it needs an update.


bool_use_tile_data_runtime_update(layer:int, coords:Vector2i)virtual🔗

Should returntrue if the tile at coordinatescoords on layerlayer requires a runtime update.

Warning: Make sure this function only returntrue when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty.

Note: If the result of this function should changed, usenotify_runtime_tile_data_update() to notify the TileMap it needs an update.


voidadd_layer(to_position:int)🔗

Adds a layer at the given positionto_position in the array. Ifto_position is negative, the position is counted from the end, with-1 adding the layer at the end of the array.


voidclear()🔗

Clears all cells.


voidclear_layer(layer:int)🔗

Clears all cells on the given layer.

Iflayer is negative, the layers are accessed from the last one.


voiderase_cell(layer:int, coords:Vector2i)🔗

Erases the cell on layerlayer at coordinatescoords.

Iflayer is negative, the layers are accessed from the last one.


voidfix_invalid_tiles()🔗

Clears cells that do not exist in the tileset.


voidforce_update(layer:int = -1)🔗

Deprecated: Usenotify_runtime_tile_data_update() and/orupdate_internals() instead.

Forces the TileMap and the layerlayer to update.


intget_cell_alternative_tile(layer:int, coords:Vector2i, use_proxies:bool = false)const🔗

Returns the tile alternative ID of the cell on layerlayer atcoords.

Ifuse_proxies isfalse, ignores theTileSet's tile proxies, returning the raw alternative identifier. SeeTileSet.map_tile_proxy().

Iflayer is negative, the layers are accessed from the last one.


Vector2iget_cell_atlas_coords(layer:int, coords:Vector2i, use_proxies:bool = false)const🔗

Returns the tile atlas coordinates ID of the cell on layerlayer at coordinatescoords. ReturnsVector2i(-1,-1) if the cell does not exist.

Ifuse_proxies isfalse, ignores theTileSet's tile proxies, returning the raw atlas coordinate identifier. SeeTileSet.map_tile_proxy().

Iflayer is negative, the layers are accessed from the last one.


intget_cell_source_id(layer:int, coords:Vector2i, use_proxies:bool = false)const🔗

Returns the tile source ID of the cell on layerlayer at coordinatescoords. Returns-1 if the cell does not exist.

Ifuse_proxies isfalse, ignores theTileSet's tile proxies, returning the raw source identifier. SeeTileSet.map_tile_proxy().

Iflayer is negative, the layers are accessed from the last one.


TileDataget_cell_tile_data(layer:int, coords:Vector2i, use_proxies:bool = false)const🔗

Returns theTileData object associated with the given cell, ornull if the cell does not exist or is not aTileSetAtlasSource.

Iflayer is negative, the layers are accessed from the last one.

funcget_clicked_tile_power():varclicked_cell=tile_map.local_to_map(tile_map.get_local_mouse_position())vardata=tile_map.get_cell_tile_data(0,clicked_cell)ifdata:returndata.get_custom_data("power")else:return0

Ifuse_proxies isfalse, ignores theTileSet's tile proxies. SeeTileSet.map_tile_proxy().


Vector2iget_coords_for_body_rid(body:RID)🔗

Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved fromKinematicCollision2D.get_collider_rid(), when colliding with a tile.


intget_layer_for_body_rid(body:RID)🔗

Returns the tilemap layer of the tile for given physics body RID. Such RID can be retrieved fromKinematicCollision2D.get_collider_rid(), when colliding with a tile.


Colorget_layer_modulate(layer:int)const🔗

Returns a TileMap layer's modulate.

Iflayer is negative, the layers are accessed from the last one.


Stringget_layer_name(layer:int)const🔗

Returns a TileMap layer's name.

Iflayer is negative, the layers are accessed from the last one.


RIDget_layer_navigation_map(layer:int)const🔗

Returns theRID of theNavigationServer2D navigation map assigned to the specified TileMap layerlayer.

By default the TileMap uses the defaultWorld2D navigation map for the first TileMap layer. For each additional TileMap layer a new navigation map is created for the additional layer.

In order to makeNavigationAgent2D switch between TileMap layer navigation maps useNavigationAgent2D.set_navigation_map() with the navigation map received fromget_layer_navigation_map().

Iflayer is negative, the layers are accessed from the last one.


intget_layer_y_sort_origin(layer:int)const🔗

Returns a TileMap layer's Y sort origin.

Iflayer is negative, the layers are accessed from the last one.


intget_layer_z_index(layer:int)const🔗

Returns a TileMap layer's Z-index value.

Iflayer is negative, the layers are accessed from the last one.


intget_layers_count()const🔗

Returns the number of layers in the TileMap.


RIDget_navigation_map(layer:int)const🔗

Deprecated: Useget_layer_navigation_map() instead.

Returns theRID of theNavigationServer2D navigation map assigned to the specified TileMap layerlayer.


Vector2iget_neighbor_cell(coords:Vector2i, neighbor:CellNeighbor)const🔗

Returns the neighboring cell to the one at coordinatescoords, identified by theneighbor direction. This method takes into account the different layouts a TileMap can take.


TileMapPatternget_pattern(layer:int, coords_array:Array[Vector2i])🔗

Creates a newTileMapPattern from the given layer and set of cells.

Iflayer is negative, the layers are accessed from the last one.


Array[Vector2i]get_surrounding_cells(coords:Vector2i)🔗

Returns the list of all neighbourings cells to the one atcoords.


Array[Vector2i]get_used_cells(layer:int)const🔗

Returns aVector2i 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 isVector2(-1,-1) and its alternative identifier is -1.

Iflayer is negative, the layers are accessed from the last one.


Array[Vector2i]get_used_cells_by_id(layer:int, source_id:int = -1, atlas_coords:Vector2i = Vector2i(-1, -1), alternative_tile:int = -1)const🔗

Returns aVector2i array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source (source_id), their atlas coordinates (atlas_coords) or alternative id (alternative_tile).

If a parameter has its value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default value, this method returns the same result asget_used_cells().

A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers isVector2(-1,-1) and its alternative identifier is -1.

Iflayer is negative, the layers are accessed from the last one.


Rect2iget_used_rect()const🔗

Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.


boolis_cell_flipped_h(layer:int, coords:Vector2i, use_proxies:bool = false)const🔗

Returnstrue if the cell on layerlayer at coordinatescoords is flipped horizontally. The result is valid only for atlas sources.


boolis_cell_flipped_v(layer:int, coords:Vector2i, use_proxies:bool = false)const🔗

Returnstrue if the cell on layerlayer at coordinatescoords is flipped vertically. The result is valid only for atlas sources.


boolis_cell_transposed(layer:int, coords:Vector2i, use_proxies:bool = false)const🔗

Returnstrue if the cell on layerlayer at coordinatescoords is transposed. The result is valid only for atlas sources.


boolis_layer_enabled(layer:int)const🔗

Returns if a layer is enabled.

Iflayer is negative, the layers are accessed from the last one.


boolis_layer_navigation_enabled(layer:int)const🔗

Returns if a layer's built-in navigation regions generation is enabled.


boolis_layer_y_sort_enabled(layer:int)const🔗

Returns if a layer Y-sorts its tiles.

Iflayer is negative, the layers are accessed from the last one.


Vector2ilocal_to_map(local_position:Vector2)const🔗

Returns the map coordinates of the cell containing the givenlocal_position. Iflocal_position is in global coordinates, consider usingNode2D.to_local() before passing it to this method. See alsomap_to_local().


Vector2imap_pattern(position_in_tilemap:Vector2i, coords_in_pattern:Vector2i, pattern:TileMapPattern)🔗

Returns for the given coordinatecoords_in_pattern in aTileMapPattern the corresponding cell coordinates if the pattern was pasted at theposition_in_tilemap coordinates (seeset_pattern()). This mapping is required as in half-offset tile shapes, the mapping might not work by calculatingposition_in_tile_map+coords_in_pattern.


Vector2map_to_local(map_position:Vector2i)const🔗

Returns the centered position of a cell in the TileMap's local coordinate space. To convert the returned value into global coordinates, useNode2D.to_global(). See alsolocal_to_map().

Note: This may not correspond to the visual position of the tile, i.e. it ignores theTileData.texture_origin property of individual tiles.


voidmove_layer(layer:int, to_position:int)🔗

Moves the layer at indexlayer to the given positionto_position in the array.


voidnotify_runtime_tile_data_update(layer:int = -1)🔗

Notifies the TileMap node that calls to_use_tile_data_runtime_update() or_tile_data_runtime_update() will lead to different results. This will thus trigger a TileMap update.

Iflayer is provided, only notifies changes for the given layer. Providing thelayer argument (when applicable) is usually preferred for performance reasons.

Warning: Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of calls to this function to avoid unnecessary update.

Note: This does not trigger a direct update of the TileMap, the update will be done at the end of the frame as usual (unless you callupdate_internals()).


voidremove_layer(layer:int)🔗

Removes the layer at indexlayer.


voidset_cell(layer:int, coords:Vector2i, source_id:int = -1, atlas_coords:Vector2i = Vector2i(-1, -1), alternative_tile:int = 0)🔗

Sets the tile identifiers for the cell on layerlayer at coordinatescoords. Each tile of theTileSet is identified using three parts:

Ifsource_id is set to-1,atlas_coords toVector2i(-1,-1) oralternative_tile to-1, the cell will be erased. An erased cell getsall its identifiers automatically set to their respective invalid values, namely-1,Vector2i(-1,-1) and-1.

Iflayer is negative, the layers are accessed from the last one.


voidset_cells_terrain_connect(layer:int, cells:Array[Vector2i], terrain_set:int, terrain:int, ignore_empty_terrains:bool = true)🔗

Update all the cells in thecells coordinates array so that they use the giventerrain for the giventerrain_set. 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.

Ifignore_empty_terrains istrue, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.

Iflayer is negative, the layers are accessed from the last one.

Note: To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.


voidset_cells_terrain_path(layer:int, path:Array[Vector2i], terrain_set:int, terrain:int, ignore_empty_terrains:bool = true)🔗

Update all the cells in thepath coordinates array so that they use the giventerrain for the giventerrain_set. 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.

Ifignore_empty_terrains istrue, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.

Iflayer is negative, the layers are accessed from the last one.

Note: To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.


voidset_layer_enabled(layer:int, enabled:bool)🔗

Enables or disables the layerlayer. A disabled layer is not processed at all (no rendering, no physics, etc.).

Iflayer is negative, the layers are accessed from the last one.


voidset_layer_modulate(layer:int, modulate:Color)🔗

Sets a layer's color. It will be multiplied by tile's color and TileMap's modulate.

Iflayer is negative, the layers are accessed from the last one.


voidset_layer_name(layer:int, name:String)🔗

Sets a layer's name. This is mostly useful in the editor.

Iflayer is negative, the layers are accessed from the last one.


voidset_layer_navigation_enabled(layer:int, enabled:bool)🔗

Enables or disables a layer's built-in navigation regions generation. Disable this if you need to bake navigation regions from a TileMap using aNavigationRegion2D node.


voidset_layer_navigation_map(layer:int, map:RID)🔗

Assignsmap as aNavigationServer2D navigation map for the specified TileMap layerlayer.

By default the TileMap uses the defaultWorld2D navigation map for the first TileMap layer. For each additional TileMap layer a new navigation map is created for the additional layer.

In order to makeNavigationAgent2D switch between TileMap layer navigation maps useNavigationAgent2D.set_navigation_map() with the navigation map received fromget_layer_navigation_map().

Iflayer is negative, the layers are accessed from the last one.


voidset_layer_y_sort_enabled(layer:int, y_sort_enabled:bool)🔗

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 behavior.

Iflayer is negative, the layers are accessed from the last one.


voidset_layer_y_sort_origin(layer:int, y_sort_origin:int)🔗

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.

Iflayer is negative, the layers are accessed from the last one.


voidset_layer_z_index(layer:int, z_index:int)🔗

Sets a layers Z-index value. This Z-index is added to each tile's Z-index value.

Iflayer is negative, the layers are accessed from the last one.


voidset_navigation_map(layer:int, map:RID)🔗

Deprecated: Useset_layer_navigation_map() instead.

Assignsmap as aNavigationServer2D navigation map for the specified TileMap layerlayer.


voidset_pattern(layer:int, position:Vector2i, pattern:TileMapPattern)🔗

Paste the givenTileMapPattern at the givenposition andlayer in the tile map.

Iflayer is negative, the layers are accessed from the last one.


voidupdate_internals()🔗

Triggers a direct update of the TileMap. Usually, calling this function is not needed, as TileMap node updates automatically when one of its properties or cells is modified.

However, for performance reasons, those updates are batched and delayed to the end of the frame. Calling this function will force the TileMap to update right away instead.

Warning: Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of updates and how many tiles they impact.


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