TileMap¶
Inherits: Node2D < CanvasItem < Node < Object
Node for 2D tile-based maps.
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 metadata
for each detected collision shape returned by methods such as Physics2DDirectSpaceState.intersect_shape, Physics2DDirectBodyState.get_contact_collider_shape_metadata, etc.
Tutorials¶
Properties¶
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Methods¶
void |
clear ( ) |
void |
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get_cell_autotile_coord ( int x, int y ) const |
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get_collision_layer_bit ( int bit ) const |
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get_collision_mask_bit ( int bit ) const |
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get_used_cells ( ) const |
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get_used_cells_by_id ( int id ) const |
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get_used_rect ( ) |
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is_cell_transposed ( int x, int y ) const |
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is_cell_x_flipped ( int x, int y ) const |
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is_cell_y_flipped ( int x, int y ) const |
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map_to_world ( Vector2 map_position, bool ignore_half_ofs=false ) const |
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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 |
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world_to_map ( Vector2 world_position ) const |
Signals¶
settings_changed ( )
Emitted when a tilemap setting has changed.
Enumerations¶
enum Mode:
Mode MODE_SQUARE = 0
Orthogonal orientation mode.
Mode MODE_ISOMETRIC = 1
Isometric orientation mode.
Mode MODE_CUSTOM = 2
Custom orientation mode.
enum HalfOffset:
HalfOffset HALF_OFFSET_X = 0
Half offset on the X coordinate.
HalfOffset HALF_OFFSET_Y = 1
Half offset on the Y coordinate.
HalfOffset HALF_OFFSET_DISABLED = 2
Half offset disabled.
HalfOffset HALF_OFFSET_NEGATIVE_X = 3
Half offset on the X coordinate (negative).
HalfOffset HALF_OFFSET_NEGATIVE_Y = 4
Half offset on the Y coordinate (negative).
enum TileOrigin:
TileOrigin TILE_ORIGIN_TOP_LEFT = 0
Tile origin at its top-left corner.
TileOrigin TILE_ORIGIN_CENTER = 1
Tile origin at its center.
TileOrigin 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¶
If true
, this TileMap bakes a navigation region.
bool cell_clip_uv = false
If true
, the cell's UVs will be clipped.
Transform2D cell_custom_transform = Transform2D( 64, 0, 0, 64, 0, 0 )
void set_custom_transform ( Transform2D value )
Transform2D get_custom_transform ( )
The custom Transform2D to be applied to the TileMap's cells.
HalfOffset cell_half_offset = 2
void set_half_offset ( HalfOffset value )
HalfOffset get_half_offset ( )
Amount to offset alternating tiles. See HalfOffset for possible values.
int cell_quadrant_size = 16
The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
Vector2 cell_size = Vector2( 64, 64 )
The TileMap's cell size.
TileOrigin cell_tile_origin = 0
void set_tile_origin ( TileOrigin value )
TileOrigin get_tile_origin ( )
Position for tile origin. See TileOrigin for possible values.
bool cell_y_sort = false
If true
, the TileMap's direct children will be drawn in order of their Y coordinate.
bool centered_textures = false
If true
, 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.
If false
, the texture position start in the top-left corner unless compatibility_mode is enabled.
float collision_bounce = 0.0
Bounce value for static body collisions (see collision_use_kinematic
).
float collision_friction = 1.0
Friction value for static body collisions (see collision_use_kinematic
).
int collision_layer = 1
The collision layer(s) for all colliders in the TileMap. See Collision layers and masks in the documentation for more information.
int collision_mask = 1
The collision mask(s) for all colliders in the TileMap. See Collision layers and masks in the documentation for more information.
bool collision_use_kinematic = false
If true
, TileMap collisions will be handled as a kinematic body. If false
, collisions will be handled as static body.
bool collision_use_parent = false
If true
, this tilemap's collision shape will be added to the collision shape of the parent. The parent has to be a CollisionObject2D.
bool compatibility_mode = false
If true
, 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 doing flip_h
, flip_v
and transpose
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.
If false
, the textures do not move when doing flip_h
, flip_v
operations if no offset is used, nor when changing the tile origin.
The compatibility mode doesn't work with the centered_textures option, because displacing textures with the cell_tile_origin option or in irregular tiles is not relevant when centering those textures.
Mode mode = 0
The TileMap orientation mode. See Mode for possible values.
The navigation layers the TileMap generates its navigation regions in.
int occluder_light_mask = 1
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).
bool show_collision = false
If true
, collision shapes are visible in the editor. Doesn't affect collision shapes visibility at runtime. To show collision shapes at runtime, enable Visible Collision Shapes in the Debug menu instead.
TileSet tile_set
The assigned TileSet.
Method Descriptions¶
void clear ( )
Clears all cells.
void fix_invalid_tiles ( )
Clears cells that do not exist in the tileset.
int get_cell ( int x, int y ) const
Returns the tile index of the given cell. If no tile exists in the cell, returns INVALID_CELL.
Vector2 get_cell_autotile_coord ( int x, int y ) const
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.
int get_cellv ( Vector2 position ) const
Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returns INVALID_CELL.
bool get_collision_layer_bit ( int bit ) const
Returns true
if the given collision layer bit is set.
bool get_collision_mask_bit ( int bit ) const
Returns true
if the given collision mask bit is set.
Array get_used_cells ( ) const
Returns a Vector2 array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from -1
).
Array get_used_cells_by_id ( int id ) const
Returns an array of all cells with the given tile index specified in id
.
Rect2 get_used_rect ( )
Returns a rectangle enclosing the used (non-empty) tiles of the map.
bool is_cell_transposed ( int x, int y ) const
Returns true
if the given cell is transposed, i.e. the X and Y axes are swapped.
bool is_cell_x_flipped ( int x, int y ) const
Returns true
if the given cell is flipped in the X axis.
bool is_cell_y_flipped ( int x, int y ) const
Returns true
if the given cell is flipped in the Y axis.
Vector2 map_to_world ( Vector2 map_position, bool ignore_half_ofs=false ) const
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, use Node2D.to_global:
var local_position = my_tilemap.map_to_world(map_position)
var global_position = my_tilemap.to_global(local_position)
Optionally, the tilemap's half offset can be ignored.
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 ) )
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 call update_dirty_quadrants.
Overriding this method also overrides it internally, allowing custom logic to be implemented when tiles are placed/removed:
func set_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)
void set_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 call update_dirty_quadrants.
void set_collision_layer_bit ( int bit, bool value )
Sets the given collision layer bit.
void set_collision_mask_bit ( int bit, bool value )
Sets the given collision mask bit.
void update_bitmask_area ( Vector2 position )
Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates.
void update_bitmask_region ( Vector2 start=Vector2( 0, 0 ), Vector2 end=Vector2( 0, 0 ) )
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.
void update_dirty_quadrants ( )
Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.
Vector2 world_to_map ( Vector2 world_position ) const
Returns the tilemap (grid-based) coordinates corresponding to the given local position.
To use this with a global position, first determine the local position with Node2D.to_local:
var local_position = my_tilemap.to_local(global_position)
var map_position = my_tilemap.world_to_map(local_position)