b68dd2e189
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
352 lines
18 KiB
XML
352 lines
18 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TileMap" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Node for 2D tile-based maps.
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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<link title="Using Tilemaps">$DOCS_URL/tutorials/2d/using_tilemaps.html</link>
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<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
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<link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link>
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<link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link>
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<link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
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<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
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<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
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</tutorials>
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<methods>
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<method name="_tile_data_runtime_update" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="coords" type="Vector2i" />
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<argument index="2" name="tile_data" type="TileData" />
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<description>
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Called with a TileData object about to be used internally by the TileMap, allowing its modification at runtime.
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This method is only called if [method _use_tile_data_runtime_update] is implemented and returns [code]true[/code] for the given tile [code]coords[/coords] and [code]layer[/code].
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[b]Warning:[/b] The [code]tile_data[/code] 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.
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[b]Note:[/b] If the properties of [code]tile_data[/code] object should change over time, use [method force_update] to trigger a TileMap update.
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</description>
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</method>
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<method name="_use_tile_data_runtime_update" qualifiers="virtual">
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<return type="bool" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="coords" type="Vector2i" />
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<description>
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Should return [code]true[/code] if the tile at coordinates [code]coords[/coords] on layer [code]layer[/code] requires a runtime update.
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[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.
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</description>
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</method>
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<method name="add_layer">
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<return type="void" />
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<argument index="0" name="to_position" type="int" />
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<description>
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Adds a layer at the given position [code]to_position[/code] in the array. If [code]to_position[/code] is -1, adds it at the end of the array.
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</description>
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</method>
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<method name="clear">
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<return type="void" />
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<description>
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Clears all cells.
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</description>
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</method>
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<method name="clear_layer">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<description>
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Clears all cells on the given layer.
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</description>
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</method>
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<method name="fix_invalid_tiles">
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<return type="void" />
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<description>
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Clears cells that do not exist in the tileset.
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</description>
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</method>
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<method name="force_update">
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<return type="void" />
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<argument index="0" name="layer" type="int" default="-1" />
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<description>
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Triggers an update of the TileMap. If [code]layer[/code] is provided, only updates the given layer.
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[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.
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[b]Warning:[/b] Updating the TileMap is a performance demanding task. Limit occurrences of those updates to the minimum and limit the amount tiles they impact (by segregating tiles updated often to a dedicated layer for example).
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</description>
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</method>
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<method name="get_cell_alternative_tile" qualifiers="const">
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<return type="int" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="coords" type="Vector2i" />
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<argument index="2" name="use_proxies" type="bool" />
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<description>
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Returns the tile alternative ID of the cell on layer [code]layer[/code] at [code]coords[/code]. If [code]use_proxies[/code] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
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</description>
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</method>
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<method name="get_cell_atlas_coords" qualifiers="const">
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<return type="Vector2i" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="coords" type="Vector2i" />
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<argument index="2" name="use_proxies" type="bool" />
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<description>
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Returns the tile atlas coordinates ID of the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. If [code]use_proxies[/code] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
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</description>
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</method>
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<method name="get_cell_source_id" qualifiers="const">
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<return type="int" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="coords" type="Vector2i" />
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<argument index="2" name="use_proxies" type="bool" />
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<description>
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Returns the tile source ID of the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. If [code]use_proxies[/code] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
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</description>
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</method>
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<method name="get_coords_for_body_rid">
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<return type="Vector2i" />
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<argument index="0" name="body" type="RID" />
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<description>
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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.
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</description>
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</method>
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<method name="get_layer_modulate" qualifiers="const">
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<return type="Color" />
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<argument index="0" name="layer" type="int" />
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<description>
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Returns a TileMap layer's modulate.
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</description>
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</method>
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<method name="get_layer_name" qualifiers="const">
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<return type="String" />
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<argument index="0" name="layer" type="int" />
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<description>
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Returns a TileMap layer's name.
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</description>
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</method>
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<method name="get_layer_y_sort_origin" qualifiers="const">
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<return type="int" />
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<argument index="0" name="layer" type="int" />
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<description>
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Returns a TileMap layer's Y sort origin.
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</description>
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</method>
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<method name="get_layer_z_index" qualifiers="const">
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<return type="int" />
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<argument index="0" name="layer" type="int" />
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<description>
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Returns a TileMap layer's Z-index value.
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</description>
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</method>
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<method name="get_layers_count" qualifiers="const">
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<return type="int" />
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<description>
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</description>
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</method>
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<method name="get_neighbor_cell" qualifiers="const">
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<return type="Vector2i" />
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<argument index="0" name="coords" type="Vector2i" />
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<argument index="1" name="neighbor" type="int" enum="TileSet.CellNeighbor" />
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<description>
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Returns the neighboring cell to the one at coordinates [code]coords[/code], identified by the [code]neighbor[/code] direction. This method takes into account the different layouts a TileMap can take.
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</description>
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</method>
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<method name="get_pattern">
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<return type="TileMapPattern" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="coords_array" type="Vector2i[]" />
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<description>
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Creates a new [TileMapPattern] from the given layer and set of cells.
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</description>
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</method>
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<method name="get_surrounding_tiles">
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<return type="Vector2i[]" />
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<argument index="0" name="coords" type="Vector2i" />
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<description>
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Returns the list of all neighbourings cells to the one at [code]coords[/code]
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</description>
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</method>
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<method name="get_used_cells" qualifiers="const">
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<return type="Vector2i[]" />
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<argument index="0" name="layer" type="int" />
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<description>
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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.
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</description>
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</method>
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<method name="get_used_rect">
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<return type="Rect2" />
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<description>
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Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.
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</description>
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</method>
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<method name="is_layer_enabled" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="layer" type="int" />
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<description>
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Returns if a layer is enabled.
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</description>
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</method>
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<method name="is_layer_y_sort_enabled" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="layer" type="int" />
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<description>
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Returns if a layer Y-sorts its tiles.
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</description>
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</method>
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<method name="map_pattern">
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<return type="Vector2i" />
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<argument index="0" name="position_in_tilemap" type="Vector2i" />
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<argument index="1" name="coords_in_pattern" type="Vector2i" />
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<argument index="2" name="pattern" type="TileMapPattern" />
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<description>
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Returns for the given coordinate [code]coords_in_pattern[/code] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [code]position_in_tilemap[/code] 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]
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</description>
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</method>
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<method name="map_to_world" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="map_position" type="Vector2i" />
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<description>
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Returns a local position of the center of the cell at the given tilemap (grid-based) coordinates.
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[b]Note:[/b] This doesn't correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_offset] property of individual tiles.
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</description>
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</method>
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<method name="move_layer">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="to_position" type="int" />
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<description>
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Moves the layer at index [code]layer_index[/code] to the given position [code]to_position[/code] in the array.
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</description>
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</method>
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<method name="remove_layer">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<description>
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Removes the layer at index [code]layer[/code].
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</description>
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</method>
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<method name="set_cell">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="coords" type="Vector2i" />
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<argument index="2" name="source_id" type="int" default="-1" />
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<argument index="3" name="atlas_coords" type="Vector2i" default="Vector2i(-1, -1)" />
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<argument index="4" name="alternative_tile" type="int" default="-1" />
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<description>
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Sets the tile indentifiers for the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. Each tile of the [TileSet] is identified using three parts:
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- The source identifier [code]source_id[/code] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id],
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- The atlas coordinates identifier [code]atlas_coords[/code] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]. For [TileSetScenesCollectionSource] it should be 0),
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- The alternative tile identifier [code]alternative_tile[/code] identifies a tile alternative the source is a [TileSetAtlasSource], and the scene for a [TileSetScenesCollectionSource].
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</description>
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</method>
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<method name="set_cells_from_surrounding_terrains">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="cells" type="Vector2i[]" />
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<argument index="2" name="terrain_set" type="int" />
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<argument index="3" name="ignore_empty_terrains" type="bool" default="true" />
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<description>
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Updates all the cells in the [code]cells[/code] coordinates array and replace them by tiles that matches the surrounding cells terrains. Only cells form the given [code]terrain_set[/code] are considered.
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If [code]ignore_empty_terrains[/code] is true, zones with no terrain defined are ignored to select the tiles.
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</description>
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</method>
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<method name="set_layer_enabled">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="enabled" type="bool" />
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<description>
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Enables or disables the layer [code]layer[/code]. A disabled layer is not processed at all (no rendering, no physics, etc...).
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</description>
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</method>
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<method name="set_layer_modulate">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="enabled" type="Color" />
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<description>
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Sets a layer's color. It will be multiplied by tile's color and TileMap's modulate.
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</description>
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</method>
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<method name="set_layer_name">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="name" type="String" />
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<description>
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Sets a layer's name. This is mostly useful in the editor.
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</description>
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</method>
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<method name="set_layer_y_sort_enabled">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="y_sort_enabled" type="bool" />
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<description>
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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.
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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.
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</description>
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</method>
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<method name="set_layer_y_sort_origin">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="y_sort_origin" type="int" />
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<description>
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Sets a layer's Y-sort origin value. This Y-sort origin value is added to each tile's Y-sort origin value.
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This allows, for example, to fake a different height level on each layer. This can be useful for top-down view games.
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</description>
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</method>
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<method name="set_layer_z_index">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="z_index" type="int" />
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<description>
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Sets a layers Z-index value. This Z-index is added to each tile's Z-index value.
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</description>
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</method>
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<method name="set_pattern">
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="position" type="Vector2i" />
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<argument index="2" name="pattern" type="TileMapPattern" />
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<description>
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Paste the given [TileMapPattern] at the given [code]position[/code] and [code]layer[/code] in the tile map.
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</description>
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</method>
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<method name="world_to_map" qualifiers="const">
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<return type="Vector2i" />
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<argument index="0" name="world_position" type="Vector2" />
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<description>
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Returns the tilemap (grid-based) coordinates corresponding to the given local position.
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</description>
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</method>
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</methods>
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<members>
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<member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size" default="16">
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The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
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</member>
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<member name="collision_animatable" type="bool" setter="set_collision_animatable" getter="is_collision_animatable" default="false">
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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.
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[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.
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</member>
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<member name="collision_visibility_mode" type="int" setter="set_collision_visibility_mode" getter="get_collision_visibility_mode" enum="TileMap.VisibilityMode" default="0">
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Show or hide the TileMap's collision shapes. If set to [code]VISIBILITY_MODE_DEFAULT[/code], this depends on the show collision debug settings.
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</member>
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<member name="navigation_visibility_mode" type="int" setter="set_navigation_visibility_mode" getter="get_navigation_visibility_mode" enum="TileMap.VisibilityMode" default="0">
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Show or hide the TileMap's collision shapes. If set to [code]VISIBILITY_MODE_DEFAULT[/code], this depends on the show navigation debug settings.
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</member>
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<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset">
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The assigned [TileSet].
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</member>
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</members>
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<signals>
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<signal name="changed">
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<description>
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Emitted when the [TileSet] of this TileMap changes.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="VISIBILITY_MODE_DEFAULT" value="0" enum="VisibilityMode">
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Use the debug settings to determine visibility.
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</constant>
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<constant name="VISIBILITY_MODE_FORCE_HIDE" value="2" enum="VisibilityMode">
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Always hide.
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</constant>
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<constant name="VISIBILITY_MODE_FORCE_SHOW" value="1" enum="VisibilityMode">
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Always show.
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</constant>
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</constants>
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</class>
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