TileMapLayer
Inherits: Node2D < CanvasItem < Node < Object
Node for 2D tile-based maps.
Description
Node for 2D tile-based maps. A TileMapLayer uses a TileSet which contain a list of tiles which are used to create grid-based maps. Unlike the TileMap node, which is deprecated, TileMapLayer has only one layer of tiles. You can use several TileMapLayer to achieve the same result as a TileMap node.
For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a TileSetScenesCollectionSource may be initialized after their parent. This is only queued when inside the scene tree.
To force an update earlier on, call update_internals.
Properties
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Methods
void | _tile_data_runtime_update(coords: Vector2i, tile_data: TileData) virtual |
_use_tile_data_runtime_update(coords: Vector2i) virtual | |
void | clear() |
void | erase_cell(coords: Vector2i) |
void | |
get_cell_alternative_tile(coords: Vector2i) const | |
get_cell_atlas_coords(coords: Vector2i) const | |
get_cell_source_id(coords: Vector2i) const | |
get_cell_tile_data(coords: Vector2i) const | |
get_coords_for_body_rid(body: RID) const | |
get_navigation_map() const | |
get_neighbor_cell(coords: Vector2i, neighbor: CellNeighbor) const | |
get_pattern(coords_array: Array[Vector2i]) | |
get_surrounding_cells(coords: Vector2i) | |
get_used_cells() const | |
get_used_cells_by_id(source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = -1) const | |
get_used_rect() const | |
has_body_rid(body: RID) const | |
local_to_map(local_position: Vector2) const | |
map_pattern(position_in_tilemap: Vector2i, coords_in_pattern: Vector2i, pattern: TileMapPattern) | |
map_to_local(map_position: Vector2i) const | |
void | |
void | set_cell(coords: Vector2i, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = 0) |
void | set_cells_terrain_connect(cells: Array[Vector2i], terrain_set: int, terrain: int, ignore_empty_terrains: bool = true) |
void | set_cells_terrain_path(path: Array[Vector2i], terrain_set: int, terrain: int, ignore_empty_terrains: bool = true) |
void | set_navigation_map(map: RID) |
void | set_pattern(position: Vector2i, pattern: TileMapPattern) |
void |
Signals
changed() 🔗
Emitted when this TileMapLayer‘s properties changes. This includes modified cells, properties, or changes made to its assigned TileSet.
Note: This signal may be emitted very often when batch-modifying a TileMapLayer. Avoid executing complex processing in a connected function, and consider delaying it to the end of the frame instead (i.e. calling Object.call_deferred).
Enumerations
enum DebugVisibilityMode: 🔗
DebugVisibilityMode DEBUG_VISIBILITY_MODE_DEFAULT = 0
Hide the collisions or navigation debug shapes in the editor, and use the debug settings to determine their visibility in game (i.e. SceneTree.debug_collisions_hint or SceneTree.debug_navigation_hint).
DebugVisibilityMode DEBUG_VISIBILITY_MODE_FORCE_HIDE = 2
Always hide the collisions or navigation debug shapes.
DebugVisibilityMode DEBUG_VISIBILITY_MODE_FORCE_SHOW = 1
Always show the collisions or navigation debug shapes.
Property Descriptions
bool collision_enabled = true
🔗
Enable or disable collisions.
DebugVisibilityMode collision_visibility_mode = 0
🔗
void set_collision_visibility_mode(value: DebugVisibilityMode)
DebugVisibilityMode get_collision_visibility_mode()
Show or hide the TileMapLayer‘s collision shapes. If set to DEBUG_VISIBILITY_MODE_DEFAULT, this depends on the show collision debug settings.
If false
, disables this TileMapLayer completely (rendering, collision, navigation, scene tiles, etc.)
bool navigation_enabled = true
🔗
If true
, navigation regions are enabled.
DebugVisibilityMode navigation_visibility_mode = 0
🔗
void set_navigation_visibility_mode(value: DebugVisibilityMode)
DebugVisibilityMode get_navigation_visibility_mode()
Show or hide the TileMapLayer‘s navigation meshes. If set to DEBUG_VISIBILITY_MODE_DEFAULT, this depends on the show navigation debug settings.
int rendering_quadrant_size = 16
🔗
The TileMapLayer‘s quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. rendering_quadrant_size defines the length of a square’s side, in the map’s coordinate system, that forms the quadrant. Thus, the default quadrant size groups together 16 * 16 = 256
tiles.
The quadrant size does not apply on a Y-sorted TileMapLayer, as tiles are grouped by Y position instead in that case.
Note: As quadrants are created according to the map’s coordinate system, the quadrant’s “square shape” might not look like square in the TileMapLayer‘s local coordinate system.
PackedByteArray tile_map_data = PackedByteArray()
🔗
void set_tile_map_data_from_array(value: PackedByteArray)
PackedByteArray get_tile_map_data_as_array()
The raw tile map data as a byte array.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedByteArray for more details.
The TileSet used by this layer. The textures, collisions, and additional behavior of all available tiles are stored here.
bool use_kinematic_bodies = false
🔗
If true
, this TileMapLayer collision shapes will be instantiated as kinematic bodies. This can be needed for moving TileMapLayer nodes (i.e. moving platforms).
bool x_draw_order_reversed = false
🔗
If CanvasItem.y_sort_enabled is enabled, setting this to true
will reverse the order the tiles are drawn on the X-axis.
This Y-sort origin value is added to each tile’s Y-sort origin value. This allows, for example, to fake a different height level. This can be useful for top-down view games.
Method Descriptions
void _tile_data_runtime_update(coords: Vector2i, tile_data: TileData) virtual 🔗
Called with a TileData object about to be used internally by the TileMapLayer, allowing its modification at runtime.
This method is only called if _use_tile_data_runtime_update is implemented and returns true
for the given tile coords
.
Warning: The 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.
Note: If the properties of tile_data
object should change over time, use notify_runtime_tile_data_update to notify the TileMapLayer it needs an update.
bool _use_tile_data_runtime_update(coords: Vector2i) virtual 🔗
Should return true
if the tile at coordinates coords
requires a runtime update.
Warning: Make sure this function only returns true
when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty.
Note: If the result of this function should change, use notify_runtime_tile_data_update to notify the TileMapLayer it needs an update.
void clear() 🔗
Clears all cells.
void erase_cell(coords: Vector2i) 🔗
Erases the cell at coordinates coords
.
void fix_invalid_tiles() 🔗
Clears cells containing tiles that do not exist in the tile_set.
int get_cell_alternative_tile(coords: Vector2i) const 🔗
Returns the tile alternative ID of the cell at coordinates coords
.
Vector2i get_cell_atlas_coords(coords: Vector2i) const 🔗
Returns the tile atlas coordinates ID of the cell at coordinates coords
. Returns Vector2i(-1, -1)
if the cell does not exist.
int get_cell_source_id(coords: Vector2i) const 🔗
Returns the tile source ID of the cell at coordinates coords
. Returns -1
if the cell does not exist.
TileData get_cell_tile_data(coords: Vector2i) const 🔗
Returns the TileData object associated with the given cell, or null
if the cell does not exist or is not a TileSetAtlasSource.
func get_clicked_tile_power():
var clicked_cell = tile_map_layer.local_to_map(tile_map_layer.get_local_mouse_position())
var data = tile_map_layer.get_cell_tile_data(clicked_cell)
if data:
return data.get_custom_data("power")
else:
return 0
Vector2i get_coords_for_body_rid(body: RID) const 🔗
Returns the coordinates of the tile for given physics body RID. Such an RID can be retrieved from KinematicCollision2D.get_collider_rid, when colliding with a tile.
RID get_navigation_map() const 🔗
Returns the RID of the NavigationServer2D navigation used by this TileMapLayer.
By default this returns the default World2D navigation map, unless a custom map was provided using set_navigation_map.
Vector2i get_neighbor_cell(coords: Vector2i, neighbor: CellNeighbor) const 🔗
Returns the neighboring cell to the one at coordinates coords
, identified by the neighbor
direction. This method takes into account the different layouts a TileMap can take.
TileMapPattern get_pattern(coords_array: Array[Vector2i]) 🔗
Creates and returns a new TileMapPattern from the given array of cells. See also set_pattern.
Array[Vector2i] get_surrounding_cells(coords: Vector2i) 🔗
Returns the list of all neighboring cells to the one at coords
.
Array[Vector2i] get_used_cells() const 🔗
Returns a Vector2i array with the positions of all cells containing a tile. A cell is considered empty if its source identifier equals -1
, its atlas coordinate identifier is Vector2(-1, -1)
and its alternative identifier is -1
.
Array[Vector2i] get_used_cells_by_id(source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = -1) const 🔗
Returns a Vector2i array with the positions of all cells containing a tile. Tiles may be filtered according to their source (source_id
), their atlas coordinates (atlas_coords
), or alternative id (alternative_tile
).
If a parameter has its value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default values, this method returns the same result as get_used_cells.
A cell is considered empty if its source identifier equals -1
, its atlas coordinate identifier is Vector2(-1, -1)
and its alternative identifier is -1
.
Rect2i get_used_rect() const 🔗
Returns a rectangle enclosing the used (non-empty) tiles of the map.
bool has_body_rid(body: RID) const 🔗
Returns whether the provided body
RID belongs to one of this TileMapLayer‘s cells.
Vector2i local_to_map(local_position: Vector2) const 🔗
Returns the map coordinates of the cell containing the given local_position
. If local_position
is in global coordinates, consider using Node2D.to_local before passing it to this method. See also map_to_local.
Vector2i map_pattern(position_in_tilemap: Vector2i, coords_in_pattern: Vector2i, pattern: TileMapPattern) 🔗
Returns for the given coordinates coords_in_pattern
in a TileMapPattern the corresponding cell coordinates if the pattern was pasted at the position_in_tilemap
coordinates (see set_pattern). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating position_in_tile_map + coords_in_pattern
.
Vector2 map_to_local(map_position: Vector2i) const 🔗
Returns the centered position of a cell in the TileMapLayer‘s local coordinate space. To convert the returned value into global coordinates, use Node2D.to_global. See also local_to_map.
Note: This may not correspond to the visual position of the tile, i.e. it ignores the TileData.texture_origin property of individual tiles.
void notify_runtime_tile_data_update() 🔗
Notifies the TileMapLayer node that calls to _use_tile_data_runtime_update or _tile_data_runtime_update will lead to different results. This will thus trigger a TileMapLayer update.
Warning: Updating the TileMapLayer is computationally expensive and may impact performance. Try to limit the number of calls to this function to avoid unnecessary update.
Note: This does not trigger a direct update of the TileMapLayer, the update will be done at the end of the frame as usual (unless you call update_internals).
void set_cell(coords: Vector2i, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = 0) 🔗
Sets the tile identifiers for the cell at coordinates coords
. Each tile of the TileSet is identified using three parts:
The source identifier
source_id
identifies a TileSetSource identifier. See TileSet.set_source_id,The atlas coordinate identifier
atlas_coords
identifies a tile coordinates in the atlas (if the source is a TileSetAtlasSource). For TileSetScenesCollectionSource it should always beVector2i(0, 0)
,The alternative tile identifier
alternative_tile
identifies a tile alternative in the atlas (if the source is a TileSetAtlasSource), and the scene for a TileSetScenesCollectionSource.
If source_id
is set to -1
, atlas_coords
to Vector2i(-1, -1)
, or alternative_tile
to -1
, the cell will be erased. An erased cell gets all its identifiers automatically set to their respective invalid values, namely -1
, Vector2i(-1, -1)
and -1
.
void set_cells_terrain_connect(cells: Array[Vector2i], terrain_set: int, terrain: int, ignore_empty_terrains: bool = true) 🔗
Update all the cells in the cells
coordinates array so that they use the given terrain
for the given 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 ignore_empty_terrains
is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
Note: To work correctly, this method requires the TileMapLayer‘s TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
void set_cells_terrain_path(path: Array[Vector2i], terrain_set: int, terrain: int, ignore_empty_terrains: bool = true) 🔗
Update all the cells in the path
coordinates array so that they use the given terrain
for the given 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 ignore_empty_terrains
is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
Note: To work correctly, this method requires the TileMapLayer‘s TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
void set_navigation_map(map: RID) 🔗
Sets a custom map
as a NavigationServer2D navigation map. If not set, uses the default World2D navigation map instead.
void set_pattern(position: Vector2i, pattern: TileMapPattern) 🔗
Pastes the TileMapPattern at the given position
in the tile map. See also get_pattern.
void update_internals() 🔗
Triggers a direct update of the TileMapLayer. Usually, calling this function is not needed, as TileMapLayer node updates automatically when one of its properties or cells is modified.
However, for performance reasons, those updates are batched and delayed to the end of the frame. Calling this function will force the TileMapLayer to update right away instead.
Warning: Updating the TileMapLayer is computationally expensive and may impact performance. Try to limit the number of updates and how many tiles they impact.
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