Node for 2D tile-based maps. Tilemaps use a [TileSet] 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.
This method is only called if [method _use_tile_data_runtime_update] is implemented and returns [code]true[/code] for the given tile [param coords] and [param layer].
[b]Warning:[/b] The [param tile_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.
[b]Note:[/b] If the properties of [param tile_data] object should change over time, use [method force_update] to trigger a TileMap update.
[b]Warning:[/b] Make sure this function only return [code]true[/code] when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty.
Adds a layer at the given position [param to_position] in the array. If [param to_position] is negative, the position is counted from the end, with [code]-1[/code] adding the layer at the end of the array.
[b]Note:[/b] The TileMap node updates automatically when one of its properties is modified. A manual update is only needed if runtime modifications (implemented in [method _tile_data_runtime_update]) need to be applied.
[b]Warning:[/b] Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of updates and the tiles they impact (by placing frequently updated tiles in a dedicated layer for example).
Returns the tile alternative ID of the cell on layer [param layer] at [param coords]. If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
Returns the tile atlas coordinates ID of the cell on layer [param layer] at coordinates [param coords]. If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
Returns the tile source ID of the cell on layer [param layer] at coordinates [param coords]. If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
Returns the [TileData] object associated with the given cell, or [code]null[/code] if the cell is not a [TileSetAtlasSource].
If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
Returns the neighboring cell to the one at coordinates [param coords], identified by the [param neighbor] direction. This method takes into account the different layouts a TileMap can take.
Returns a [Vector2] 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 is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1.
Returns the map coordinates of the cell containing the given [param local_position]. If [param local_position] is in global coordinates, consider using [method Node2D.to_local] before passing it to this method. See also [method map_to_local].
Returns for the given coordinate [param coords_in_pattern] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [param position_in_tilemap] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code]
Returns the centered position of a cell in the TileMap's local coordinate space. To convert the returned value into global coordinates, use [method Node2D.to_global]. See also [method local_to_map].
[b]Note:[/b] This may not correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_offset] property of individual tiles.
Sets the tile indentifiers for the cell on layer [param layer] at coordinates [param coords]. Each tile of the [TileSet] is identified using three parts:
- The source identifier [param source_id] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id],
- The atlas coordinates identifier [param atlas_coords] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]. For [TileSetScenesCollectionSource] it should be 0),
- The alternative tile identifier [param alternative_tile] identifies a tile alternative the source is a [TileSetAtlasSource], and the scene for a [TileSetScenesCollectionSource].
Update all the cells in the [param cells] coordinates array so that they use the given [param terrain] for the given [param terrain_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.
If [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
[b]Note:[/b] To work correctly, [code]set_cells_terrain_connect[/code] requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
Update all the cells in the [param path] coordinates array so that they use the given [param terrain] for the given [param terrain_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.
If [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
[b]Note:[/b] To work correctly, [code]set_cells_terrain_path[/code] requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
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 behvaior.
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.
[b]Note:[/b] Enabling [code]collision_animatable[/code] may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.