b2c797c584
This fixes #20323. #11077 is now technically re-broken, but you can now call update_dirty_quadrants as workaround.
326 lines
12 KiB
XML
326 lines
12 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TileMap" inherits="Node2D" category="Core" version="3.1">
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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 (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/3.0/tutorials/2d/using_tilemaps.html</link>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="clear">
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<return type="void">
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</return>
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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="fix_invalid_tiles">
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<return type="void">
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</return>
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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="get_cell" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="x" type="int">
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</argument>
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<argument index="1" name="y" type="int">
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</argument>
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<description>
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Returns the tile index of the given cell.
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</description>
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</method>
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<method name="get_cellv" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="position" type="Vector2">
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</argument>
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<description>
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Returns the tile index of the cell given by a Vector2.
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</description>
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</method>
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<method name="get_collision_layer_bit" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns [code]true[/code] if the given collision layer bit is set.
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns [code]true[/code] if the given collision mask bit is set.
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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="Array">
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</return>
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<description>
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Returns an array of all cells containing a tile from the tileset (i.e. a tile index different from [code]-1[/code]).
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</description>
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</method>
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<method name="get_used_cells_by_id" qualifiers="const">
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<return type="Array">
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</return>
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Returns an array of all cells with the given tile id.
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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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</return>
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<description>
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Returns a rectangle enclosing the used (non-empty) tiles of the map.
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</description>
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</method>
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<method name="is_cell_transposed" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="x" type="int">
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</argument>
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<argument index="1" name="y" type="int">
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</argument>
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<description>
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Returns [code]true[/code] if the given cell is transposed, i.e. the x and y axes are swapped.
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</description>
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</method>
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<method name="is_cell_x_flipped" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="x" type="int">
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</argument>
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<argument index="1" name="y" type="int">
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</argument>
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<description>
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Returns [code]true[/code] if the given cell is flipped in the x axis.
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</description>
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</method>
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<method name="is_cell_y_flipped" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="x" type="int">
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</argument>
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<argument index="1" name="y" type="int">
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</argument>
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<description>
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Returns [code]true[/code] if the given cell is flipped in the y axis.
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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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</return>
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<argument index="0" name="map_position" type="Vector2">
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</argument>
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<argument index="1" name="ignore_half_ofs" type="bool" default="false">
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</argument>
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<description>
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Returns the global position corresponding to the given tilemap (grid-based) coordinates.
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Optionally, the tilemap's half offset can be ignored.
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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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</return>
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<argument index="0" name="x" type="int">
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</argument>
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<argument index="1" name="y" type="int">
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</argument>
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<argument index="2" name="tile" type="int">
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</argument>
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<argument index="3" name="flip_x" type="bool" default="false">
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</argument>
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<argument index="4" name="flip_y" type="bool" default="false">
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</argument>
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<argument index="5" name="transpose" type="bool" default="false">
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</argument>
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<argument index="6" name="autotile_coord" type="Vector2" default="Vector2( 0, 0 )">
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</argument>
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<description>
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Sets the tile index for the cell given by a Vector2.
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An index of [code]-1[/code] clears the cell.
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Optionally, the tile can also be flipped, transposed, or given autotile coordinates.
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Note that data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
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If you need these to be immediately updated, you can call [method update_dirty_quadrants].
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</description>
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</method>
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<method name="set_cellv">
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<return type="void">
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</return>
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<argument index="0" name="position" type="Vector2">
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</argument>
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<argument index="1" name="tile" type="int">
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</argument>
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<argument index="2" name="flip_x" type="bool" default="false">
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</argument>
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<argument index="3" name="flip_y" type="bool" default="false">
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</argument>
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<argument index="4" name="transpose" type="bool" default="false">
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</argument>
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<description>
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Sets the tile index for the given cell.
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An index of [code]-1[/code] clears the cell.
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Optionally, the tile can also be flipped or transposed.
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Note that data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
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If you need these to be immediately updated, you can call [method update_dirty_quadrants].
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</description>
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</method>
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<method name="set_collision_layer_bit">
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<return type="void">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Sets the given collision layer bit.
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</description>
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</method>
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<method name="set_collision_mask_bit">
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<return type="void">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Sets the given collision mask bit.
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</description>
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</method>
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<method name="update_bitmask_area">
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<return type="void">
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</return>
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<argument index="0" name="position" type="Vector2">
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</argument>
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<description>
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Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based x and y coordinates.
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</description>
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</method>
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<method name="update_bitmask_region">
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<return type="void">
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</return>
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<argument index="0" name="start" type="Vector2" default="Vector2( 0, 0 )">
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</argument>
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<argument index="1" name="end" type="Vector2" default="Vector2( 0, 0 )">
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</argument>
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<description>
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Applies autotiling rules to the cells in the given region (specified by grid-based x and y coordinates).
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Calling with invalid (or missing) parameters applies autotiling rules for the entire tilemap.
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</description>
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</method>
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<method name="update_dirty_quadrants">
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<return type="void">
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</return>
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<description>
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Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.
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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="Vector2">
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</return>
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<argument index="0" name="world_position" type="Vector2">
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</argument>
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<description>
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Returns the tilemap (grid-based) coordinatescorresponding to the given global 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_clip_uv" type="bool" setter="set_clip_uv" getter="get_clip_uv">
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</member>
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<member name="cell_custom_transform" type="Transform2D" setter="set_custom_transform" getter="get_custom_transform">
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The custom [Transform2D] to be applied to the TileMap's cells.
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</member>
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<member name="cell_half_offset" type="int" setter="set_half_offset" getter="get_half_offset" enum="TileMap.HalfOffset">
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Amount to offset alternating tiles. Uses HALF_OFFSET_* constants. Default value: HALF_OFFSET_DISABLED.
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</member>
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<member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size">
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The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size. Default value: 16.
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</member>
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<member name="cell_size" type="Vector2" setter="set_cell_size" getter="get_cell_size">
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The TileMap's cell size.
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</member>
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<member name="cell_tile_origin" type="int" setter="set_tile_origin" getter="get_tile_origin" enum="TileMap.TileOrigin">
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Position for tile origin. Uses TILE_ORIGIN_* constants. Default value: TILE_ORIGIN_TOP_LEFT.
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</member>
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<member name="cell_y_sort" type="bool" setter="set_y_sort_mode" getter="is_y_sort_mode_enabled">
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If [code]true[/code] the TileMap's children will be drawn in order of their Y coordinate. Default value: [code]false[/code].
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</member>
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<member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce">
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Bounce value for static body collisions (see [code]collision_use_kinematic[/code]). Default value: 0.
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</member>
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<member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction">
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Friction value for static body collisions (see [code]collision_use_kinematic[/code]). Default value: 1.
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</member>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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The collision layer(s) for all colliders in the TileMap.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The collision mask(s) for all colliders in the TileMap.
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</member>
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<member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic">
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If [code]true[/code] TileMap collisions will be handled as a kinematic body. If [code]false[/code] collisions will be handled as static body. Default value: [code]false[/code].
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</member>
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<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="TileMap.Mode">
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The TileMap orientation mode. Uses MODE_* constants. Default value: MODE_SQUARE.
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</member>
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<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask">
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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).
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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="settings_changed">
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<description>
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Emitted when a tilemap setting has changed.
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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="INVALID_CELL" value="-1">
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Returned when a cell doesn't exist.
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</constant>
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<constant name="MODE_SQUARE" value="0" enum="Mode">
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Orthogonal orientation mode.
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</constant>
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<constant name="MODE_ISOMETRIC" value="1" enum="Mode">
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Isometric orientation mode.
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</constant>
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<constant name="MODE_CUSTOM" value="2" enum="Mode">
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Custom orientation mode.
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</constant>
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<constant name="HALF_OFFSET_X" value="0" enum="HalfOffset">
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Half offset on the X coordinate.
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</constant>
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<constant name="HALF_OFFSET_Y" value="1" enum="HalfOffset">
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Half offset on the Y coordinate.
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</constant>
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<constant name="HALF_OFFSET_DISABLED" value="2" enum="HalfOffset">
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Half offset disabled.
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</constant>
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<constant name="TILE_ORIGIN_TOP_LEFT" value="0" enum="TileOrigin">
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Tile origin at its top-left corner.
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</constant>
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<constant name="TILE_ORIGIN_CENTER" value="1" enum="TileOrigin">
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Tile origin at its center.
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</constant>
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<constant name="TILE_ORIGIN_BOTTOM_LEFT" value="2" enum="TileOrigin">
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Tile origin at its bottom-left corner.
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</constant>
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</constants>
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</class>
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