TileSet
Inherits: Resource < RefCounted < Object
Tile library for tilemaps.
Description
A TileSet is a library of tiles for a TileMap. A TileSet handles a list of TileSetSource, each of them storing a set of tiles.
Tiles can either be from a TileSetAtlasSource, which renders tiles out of a texture with support for physics, navigation, etc., or from a TileSetScenesCollectionSource, which exposes scene-based tiles.
Tiles are referenced by using three IDs: their source ID, their atlas coordinates ID, and their alternative tile ID.
A TileSet can be configured so that its tiles expose more or fewer properties. To do so, the TileSet resources use property layers, which you can add or remove depending on your needs.
For example, adding a physics layer allows giving collision shapes to your tiles. Each layer has dedicated properties (physics layer and mask), so you may add several TileSet physics layers for each type of collision you need.
See the functions to add new layers for more information.
Tutorials
Properties
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Methods
Enumerations
enum TileShape: 🔗
TileShape TILE_SHAPE_SQUARE = 0
Rectangular tile shape.
TileShape TILE_SHAPE_ISOMETRIC = 1
Diamond tile shape (for isometric look).
Note: Isometric TileSet works best if TileMap and all its layers have Y-sort enabled.
TileShape TILE_SHAPE_HALF_OFFSET_SQUARE = 2
Rectangular tile shape with one row/column out of two offset by half a tile.
TileShape TILE_SHAPE_HEXAGON = 3
Hexagonal tile shape.
enum TileLayout: 🔗
TileLayout TILE_LAYOUT_STACKED = 0
Tile coordinates layout where both axis stay consistent with their respective local horizontal and vertical axis.
TileLayout TILE_LAYOUT_STACKED_OFFSET = 1
Same as TILE_LAYOUT_STACKED, but the first half-offset is negative instead of positive.
TileLayout TILE_LAYOUT_STAIRS_RIGHT = 2
Tile coordinates layout where the horizontal axis stay horizontal, and the vertical one goes down-right.
TileLayout TILE_LAYOUT_STAIRS_DOWN = 3
Tile coordinates layout where the vertical axis stay vertical, and the horizontal one goes down-right.
TileLayout TILE_LAYOUT_DIAMOND_RIGHT = 4
Tile coordinates layout where the horizontal axis goes up-right, and the vertical one goes down-right.
TileLayout TILE_LAYOUT_DIAMOND_DOWN = 5
Tile coordinates layout where the horizontal axis goes down-right, and the vertical one goes down-left.
enum TileOffsetAxis: 🔗
TileOffsetAxis TILE_OFFSET_AXIS_HORIZONTAL = 0
Horizontal half-offset.
TileOffsetAxis TILE_OFFSET_AXIS_VERTICAL = 1
Vertical half-offset.
enum CellNeighbor: 🔗
CellNeighbor CELL_NEIGHBOR_RIGHT_SIDE = 0
Neighbor on the right side.
CellNeighbor CELL_NEIGHBOR_RIGHT_CORNER = 1
Neighbor in the right corner.
CellNeighbor CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE = 2
Neighbor on the bottom right side.
CellNeighbor CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER = 3
Neighbor in the bottom right corner.
CellNeighbor CELL_NEIGHBOR_BOTTOM_SIDE = 4
Neighbor on the bottom side.
CellNeighbor CELL_NEIGHBOR_BOTTOM_CORNER = 5
Neighbor in the bottom corner.
CellNeighbor CELL_NEIGHBOR_BOTTOM_LEFT_SIDE = 6
Neighbor on the bottom left side.
CellNeighbor CELL_NEIGHBOR_BOTTOM_LEFT_CORNER = 7
Neighbor in the bottom left corner.
CellNeighbor CELL_NEIGHBOR_LEFT_SIDE = 8
Neighbor on the left side.
CellNeighbor CELL_NEIGHBOR_LEFT_CORNER = 9
Neighbor in the left corner.
CellNeighbor CELL_NEIGHBOR_TOP_LEFT_SIDE = 10
Neighbor on the top left side.
CellNeighbor CELL_NEIGHBOR_TOP_LEFT_CORNER = 11
Neighbor in the top left corner.
CellNeighbor CELL_NEIGHBOR_TOP_SIDE = 12
Neighbor on the top side.
CellNeighbor CELL_NEIGHBOR_TOP_CORNER = 13
Neighbor in the top corner.
CellNeighbor CELL_NEIGHBOR_TOP_RIGHT_SIDE = 14
Neighbor on the top right side.
CellNeighbor CELL_NEIGHBOR_TOP_RIGHT_CORNER = 15
Neighbor in the top right corner.
enum TerrainMode: 🔗
TerrainMode TERRAIN_MODE_MATCH_CORNERS_AND_SIDES = 0
Requires both corners and side to match with neighboring tiles’ terrains.
TerrainMode TERRAIN_MODE_MATCH_CORNERS = 1
Requires corners to match with neighboring tiles’ terrains.
TerrainMode TERRAIN_MODE_MATCH_SIDES = 2
Requires sides to match with neighboring tiles’ terrains.
Property Descriptions
TileLayout tile_layout = 0
🔗
void set_tile_layout(value: TileLayout)
TileLayout get_tile_layout()
For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), changes the way tiles are indexed in the TileMap grid.
TileOffsetAxis tile_offset_axis = 0
🔗
void set_tile_offset_axis(value: TileOffsetAxis)
TileOffsetAxis get_tile_offset_axis()
For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), determines the offset axis.
The tile shape.
Vector2i tile_size = Vector2i(16, 16)
🔗
The tile size, in pixels. For all tile shapes, this size corresponds to the encompassing rectangle of the tile shape. This is thus the minimal cell size required in an atlas.
Enables/Disable uv clipping when rendering the tiles.
Method Descriptions
void add_custom_data_layer(to_position: int = -1) 🔗
Adds a custom data layer to the TileSet at the given position to_position
in the array. If to_position
is -1, adds it at the end of the array.
Custom data layers allow assigning custom properties to atlas tiles.
void add_navigation_layer(to_position: int = -1) 🔗
Adds a navigation layer to the TileSet at the given position to_position
in the array. If to_position
is -1, adds it at the end of the array.
Navigation layers allow assigning a navigable area to atlas tiles.
void add_occlusion_layer(to_position: int = -1) 🔗
Adds an occlusion layer to the TileSet at the given position to_position
in the array. If to_position
is -1, adds it at the end of the array.
Occlusion layers allow assigning occlusion polygons to atlas tiles.
int add_pattern(pattern: TileMapPattern, index: int = -1) 🔗
Adds a TileMapPattern to be stored in the TileSet resource. If provided, insert it at the given index
.
void add_physics_layer(to_position: int = -1) 🔗
Adds a physics layer to the TileSet at the given position to_position
in the array. If to_position
is -1, adds it at the end of the array.
Physics layers allow assigning collision polygons to atlas tiles.
int add_source(source: TileSetSource, atlas_source_id_override: int = -1) 🔗
Adds a TileSetSource to the TileSet. If atlas_source_id_override
is not -1, also set its source ID. Otherwise, a unique identifier is automatically generated.
The function returns the added source ID or -1 if the source could not be added.
Warning: A source cannot belong to two TileSets at the same time. If the added source was attached to another TileSet, it will be removed from that one.
void add_terrain(terrain_set: int, to_position: int = -1) 🔗
Adds a new terrain to the given terrain set terrain_set
at the given position to_position
in the array. If to_position
is -1, adds it at the end of the array.
void add_terrain_set(to_position: int = -1) 🔗
Adds a new terrain set at the given position to_position
in the array. If to_position
is -1, adds it at the end of the array.
void cleanup_invalid_tile_proxies() 🔗
Clears tile proxies pointing to invalid tiles.
void clear_tile_proxies() 🔗
Clears all tile proxies.
Array get_alternative_level_tile_proxy(source_from: int, coords_from: Vector2i, alternative_from: int) 🔗
Returns the alternative-level proxy for the given identifiers. The returned array contains the three proxie’s target identifiers (source ID, atlas coords ID and alternative tile ID).
If the TileSet has no proxy for the given identifiers, returns an empty Array.
Array get_coords_level_tile_proxy(source_from: int, coords_from: Vector2i) 🔗
Returns the coordinate-level proxy for the given identifiers. The returned array contains the two target identifiers of the proxy (source ID and atlas coordinates ID).
If the TileSet has no proxy for the given identifiers, returns an empty Array.
int get_custom_data_layer_by_name(layer_name: String) const 🔗
Returns the index of the custom data layer identified by the given name.
String get_custom_data_layer_name(layer_index: int) const 🔗
Returns the name of the custom data layer identified by the given index.
Variant.Type get_custom_data_layer_type(layer_index: int) const 🔗
Returns the type of the custom data layer identified by the given index.
int get_custom_data_layers_count() const 🔗
Returns the custom data layers count.
bool get_navigation_layer_layer_value(layer_index: int, layer_number: int) const 🔗
Returns whether or not the specified navigation layer of the TileSet navigation data layer identified by the given layer_index
is enabled, given a navigation_layers layer_number
between 1 and 32.
int get_navigation_layer_layers(layer_index: int) const 🔗
Returns the navigation layers (as in the Navigation server) of the given TileSet navigation layer.
int get_navigation_layers_count() const 🔗
Returns the navigation layers count.
int get_next_source_id() const 🔗
Returns a new unused source ID. This generated ID is the same that a call to add_source would return.
int get_occlusion_layer_light_mask(layer_index: int) const 🔗
Returns the light mask of the occlusion layer.
bool get_occlusion_layer_sdf_collision(layer_index: int) const 🔗
Returns if the occluders from this layer use sdf_collision
.
int get_occlusion_layers_count() const 🔗
Returns the occlusion layers count.
TileMapPattern get_pattern(index: int = -1) 🔗
Returns the TileMapPattern at the given index
.
Returns the number of TileMapPattern this tile set handles.
int get_physics_layer_collision_layer(layer_index: int) const 🔗
Returns the collision layer (as in the physics server) bodies on the given TileSet’s physics layer are in.
int get_physics_layer_collision_mask(layer_index: int) const 🔗
Returns the collision mask of bodies on the given TileSet’s physics layer.
PhysicsMaterial get_physics_layer_physics_material(layer_index: int) const 🔗
Returns the physics material of bodies on the given TileSet’s physics layer.
int get_physics_layers_count() const 🔗
Returns the physics layers count.
TileSetSource get_source(source_id: int) const 🔗
Returns the TileSetSource with ID source_id
.
int get_source_count() const 🔗
Returns the number of TileSetSource in this TileSet.
int get_source_id(index: int) const 🔗
Returns the source ID for source with index index
.
int get_source_level_tile_proxy(source_from: int) 🔗
Returns the source-level proxy for the given source identifier.
If the TileSet has no proxy for the given identifier, returns -1.
Color get_terrain_color(terrain_set: int, terrain_index: int) const 🔗
Returns a terrain’s color.
String get_terrain_name(terrain_set: int, terrain_index: int) const 🔗
Returns a terrain’s name.
TerrainMode get_terrain_set_mode(terrain_set: int) const 🔗
Returns a terrain set mode.
int get_terrain_sets_count() const 🔗
Returns the terrain sets count.
int get_terrains_count(terrain_set: int) const 🔗
Returns the number of terrains in the given terrain set.
bool has_alternative_level_tile_proxy(source_from: int, coords_from: Vector2i, alternative_from: int) 🔗
Returns if there is an alternative-level proxy for the given identifiers.
bool has_coords_level_tile_proxy(source_from: int, coords_from: Vector2i) 🔗
Returns if there is a coodinates-level proxy for the given identifiers.
bool has_source(source_id: int) const 🔗
Returns if this TileSet has a source for the given source ID.
bool has_source_level_tile_proxy(source_from: int) 🔗
Returns if there is a source-level proxy for the given source ID.
Array map_tile_proxy(source_from: int, coords_from: Vector2i, alternative_from: int) const 🔗
According to the configured proxies, maps the provided identifiers to a new set of identifiers. The source ID, atlas coordinates ID and alternative tile ID are returned as a 3 elements Array.
This function first look for matching alternative-level proxies, then coordinates-level proxies, then source-level proxies.
If no proxy corresponding to provided identifiers are found, returns the same values the ones used as arguments.
void move_custom_data_layer(layer_index: int, to_position: int) 🔗
Moves the custom data layer at index layer_index
to the given position to_position
in the array. Also updates the atlas tiles accordingly.
void move_navigation_layer(layer_index: int, to_position: int) 🔗
Moves the navigation layer at index layer_index
to the given position to_position
in the array. Also updates the atlas tiles accordingly.
void move_occlusion_layer(layer_index: int, to_position: int) 🔗
Moves the occlusion layer at index layer_index
to the given position to_position
in the array. Also updates the atlas tiles accordingly.
void move_physics_layer(layer_index: int, to_position: int) 🔗
Moves the physics layer at index layer_index
to the given position to_position
in the array. Also updates the atlas tiles accordingly.
void move_terrain(terrain_set: int, terrain_index: int, to_position: int) 🔗
Moves the terrain at index terrain_index
for terrain set terrain_set
to the given position to_position
in the array. Also updates the atlas tiles accordingly.
void move_terrain_set(terrain_set: int, to_position: int) 🔗
Moves the terrain set at index terrain_set
to the given position to_position
in the array. Also updates the atlas tiles accordingly.
void remove_alternative_level_tile_proxy(source_from: int, coords_from: Vector2i, alternative_from: int) 🔗
Removes an alternative-level proxy for the given identifiers.
void remove_coords_level_tile_proxy(source_from: int, coords_from: Vector2i) 🔗
Removes a coordinates-level proxy for the given identifiers.
void remove_custom_data_layer(layer_index: int) 🔗
Removes the custom data layer at index layer_index
. Also updates the atlas tiles accordingly.
void remove_navigation_layer(layer_index: int) 🔗
Removes the navigation layer at index layer_index
. Also updates the atlas tiles accordingly.
void remove_occlusion_layer(layer_index: int) 🔗
Removes the occlusion layer at index layer_index
. Also updates the atlas tiles accordingly.
void remove_pattern(index: int) 🔗
Remove the TileMapPattern at the given index.
void remove_physics_layer(layer_index: int) 🔗
Removes the physics layer at index layer_index
. Also updates the atlas tiles accordingly.
void remove_source(source_id: int) 🔗
Removes the source with the given source ID.
void remove_source_level_tile_proxy(source_from: int) 🔗
Removes a source-level tile proxy.
void remove_terrain(terrain_set: int, terrain_index: int) 🔗
Removes the terrain at index terrain_index
in the given terrain set terrain_set
. Also updates the atlas tiles accordingly.
void remove_terrain_set(terrain_set: int) 🔗
Removes the terrain set at index terrain_set
. Also updates the atlas tiles accordingly.
void set_alternative_level_tile_proxy(source_from: int, coords_from: Vector2i, alternative_from: int, source_to: int, coords_to: Vector2i, alternative_to: int) 🔗
Create an alternative-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers.
This can be used to replace a tile in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy’s target tile when one is available.
Proxied tiles can be automatically replaced in TileMap nodes using the editor.
void set_coords_level_tile_proxy(p_source_from: int, coords_from: Vector2i, source_to: int, coords_to: Vector2i) 🔗
Creates a coordinates-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers. The alternative tile ID is kept the same when using coordinates-level proxies.
This can be used to replace a tile in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy’s target tile when one is available.
Proxied tiles can be automatically replaced in TileMap nodes using the editor.
void set_custom_data_layer_name(layer_index: int, layer_name: String) 🔗
Sets the name of the custom data layer identified by the given index. Names are identifiers of the layer therefore if the name is already taken it will fail and raise an error.
void set_custom_data_layer_type(layer_index: int, layer_type: Variant.Type) 🔗
Sets the type of the custom data layer identified by the given index.
void set_navigation_layer_layer_value(layer_index: int, layer_number: int, value: bool) 🔗
Based on value
, enables or disables the specified navigation layer of the TileSet navigation data layer identified by the given layer_index
, given a navigation_layers layer_number
between 1 and 32.
void set_navigation_layer_layers(layer_index: int, layers: int) 🔗
Sets the navigation layers (as in the navigation server) for navigation regions in the given TileSet navigation layer.
void set_occlusion_layer_light_mask(layer_index: int, light_mask: int) 🔗
Sets the occlusion layer (as in the rendering server) for occluders in the given TileSet occlusion layer.
void set_occlusion_layer_sdf_collision(layer_index: int, sdf_collision: bool) 🔗
Enables or disables SDF collision for occluders in the given TileSet occlusion layer.
void set_physics_layer_collision_layer(layer_index: int, layer: int) 🔗
Sets the physics layer (as in the physics server) for bodies in the given TileSet physics layer.
void set_physics_layer_collision_mask(layer_index: int, mask: int) 🔗
Sets the physics layer (as in the physics server) for bodies in the given TileSet physics layer.
void set_physics_layer_physics_material(layer_index: int, physics_material: PhysicsMaterial) 🔗
Sets the physics material for bodies in the given TileSet physics layer.
void set_source_id(source_id: int, new_source_id: int) 🔗
Changes a source’s ID.
void set_source_level_tile_proxy(source_from: int, source_to: int) 🔗
Creates a source-level proxy for the given source ID. A proxy will map set of tile identifiers to another set of identifiers. Both the atlas coordinates ID and the alternative tile ID are kept the same when using source-level proxies.
This can be used to replace a source in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy’s target source when one is available.
Proxied tiles can be automatically replaced in TileMap nodes using the editor.
void set_terrain_color(terrain_set: int, terrain_index: int, color: Color) 🔗
Sets a terrain’s color. This color is used for identifying the different terrains in the TileSet editor.
void set_terrain_name(terrain_set: int, terrain_index: int, name: String) 🔗
Sets a terrain’s name.
void set_terrain_set_mode(terrain_set: int, mode: TerrainMode) 🔗
Sets a terrain mode. Each mode determines which bits of a tile shape is used to match the neighboring tiles’ terrains.
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