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 | |
get_cell_autotile_coord ( int x, int y ) const | |
get_collision_layer_bit ( int bit ) const | |
get_collision_mask_bit ( int bit ) const | |
get_used_cells ( ) const | |
get_used_cells_by_id ( int id ) const | |
get_used_rect ( ) | |
is_cell_transposed ( int x, int y ) const | |
is_cell_x_flipped ( int x, int y ) const | |
is_cell_y_flipped ( int x, int y ) const | |
map_to_world ( Vector2 map_position, bool ignore_half_ofs=false ) const | |
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 | |
world_to_map ( Vector2 world_position ) const |
Signals
- settings_changed ( )
Emitted when a tilemap setting has changed.
Enumerations
enum Mode:
MODE_SQUARE = 0 —- Orthogonal orientation mode.
MODE_ISOMETRIC = 1 —- Isometric orientation mode.
MODE_CUSTOM = 2 —- Custom orientation mode.
enum HalfOffset:
HALF_OFFSET_X = 0 —- Half offset on the X coordinate.
HALF_OFFSET_Y = 1 —- Half offset on the Y coordinate.
HALF_OFFSET_DISABLED = 2 —- Half offset disabled.
HALF_OFFSET_NEGATIVE_X = 3 —- Half offset on the X coordinate (negative).
HALF_OFFSET_NEGATIVE_Y = 4 —- Half offset on the Y coordinate (negative).
enum TileOrigin:
TILE_ORIGIN_TOP_LEFT = 0 —- Tile origin at its top-left corner.
TILE_ORIGIN_CENTER = 1 —- Tile origin at its center.
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
- bool bake_navigation
Default |
|
Setter | set_bake_navigation(value) |
Getter | is_baking_navigation() |
If true
, this TileMap bakes a navigation region.
- bool cell_clip_uv
Default |
|
Setter | set_clip_uv(value) |
Getter | get_clip_uv() |
If true
, the cell’s UVs will be clipped.
- Transform2D cell_custom_transform
Default |
|
Setter | set_custom_transform(value) |
Getter | get_custom_transform() |
The custom Transform2D to be applied to the TileMap’s cells.
- HalfOffset cell_half_offset
Default |
|
Setter | set_half_offset(value) |
Getter | get_half_offset() |
Amount to offset alternating tiles. See HalfOffset for possible values.
- int cell_quadrant_size
Default |
|
Setter | set_quadrant_size(value) |
Getter | get_quadrant_size() |
The TileMap’s quadrant size. Optimizes drawing by batching, using chunks of this size.
- Vector2 cell_size
Default |
|
Setter | set_cell_size(value) |
Getter | get_cell_size() |
The TileMap’s cell size.
- TileOrigin cell_tile_origin
Default |
|
Setter | set_tile_origin(value) |
Getter | get_tile_origin() |
Position for tile origin. See TileOrigin for possible values.
- bool cell_y_sort
Default |
|
Setter | set_y_sort_mode(value) |
Getter | is_y_sort_mode_enabled() |
If true
, the TileMap’s direct children will be drawn in order of their Y coordinate.
- bool centered_textures
Default |
|
Setter | set_centered_textures(value) |
Getter | is_centered_textures_enabled() |
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
Default |
|
Setter | set_collision_bounce(value) |
Getter | get_collision_bounce() |
Bounce value for static body collisions (see collision_use_kinematic
).
- float collision_friction
Default |
|
Setter | set_collision_friction(value) |
Getter | get_collision_friction() |
Friction value for static body collisions (see collision_use_kinematic
).
- int collision_layer
Default |
|
Setter | set_collision_layer(value) |
Getter | get_collision_layer() |
The collision layer(s) for all colliders in the TileMap. See Collision layers and masks in the documentation for more information.
- int collision_mask
Default |
|
Setter | set_collision_mask(value) |
Getter | get_collision_mask() |
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
Default |
|
Setter | set_collision_use_kinematic(value) |
Getter | get_collision_use_kinematic() |
If true
, TileMap collisions will be handled as a kinematic body. If false
, collisions will be handled as static body.
- bool collision_use_parent
Default |
|
Setter | set_collision_use_parent(value) |
Getter | get_collision_use_parent() |
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
Default |
|
Setter | set_compatibility_mode(value) |
Getter | is_compatibility_mode_enabled() |
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
Default |
|
Setter | set_mode(value) |
Getter | get_mode() |
The TileMap orientation mode. See Mode for possible values.
- int navigation_layers
Default |
|
Setter | set_navigation_layers(value) |
Getter | get_navigation_layers() |
The navigation layers the TileMap generates its navigation regions in.
- int occluder_light_mask
Default |
|
Setter | set_occluder_light_mask(value) |
Getter | get_occluder_light_mask() |
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
Default |
|
Setter | set_show_collision(value) |
Getter | is_show_collision_enabled() |
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
Setter | set_tileset(value) |
Getter | get_tileset() |
The assigned TileSet.
Method Descriptions
- void clear ( )
Clears all cells.
- void fix_invalid_tiles ( )
Clears cells that do not exist in the tileset.
Returns the tile index of the given cell. If no tile exists in the cell, returns INVALID_CELL.
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.
Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returns INVALID_CELL.
Returns true
if the given collision layer bit is set.
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
).
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.
Returns true
if the given cell is transposed, i.e. the X and Y axes are swapped.
Returns true
if the given cell is flipped in the X axis.
Returns true
if the given cell is flipped in the Y axis.
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.
Sets the given collision layer bit.
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.
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.
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)