TileMap
Deprecated: Use multiple TileMapLayer nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose ‘Extract TileMap layers as individual TileMapLayer nodes’.
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 which are used to create grid-based maps. A TileMap may have several layers, layouting tiles on top of each other.
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.
Tutorials
Properties
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Methods
void | _tile_data_runtime_update(layer: int, coords: Vector2i, tile_data: TileData) virtual |
_use_tile_data_runtime_update(layer: int, coords: Vector2i) virtual | |
void | |
void | clear() |
void | clear_layer(layer: int) |
void | erase_cell(layer: int, coords: Vector2i) |
void | |
void | force_update(layer: int = -1) |
get_cell_alternative_tile(layer: int, coords: Vector2i, use_proxies: bool = false) const | |
get_cell_atlas_coords(layer: int, coords: Vector2i, use_proxies: bool = false) const | |
get_cell_source_id(layer: int, coords: Vector2i, use_proxies: bool = false) const | |
get_cell_tile_data(layer: int, coords: Vector2i, use_proxies: bool = false) const | |
get_coords_for_body_rid(body: RID) | |
get_layer_for_body_rid(body: RID) | |
get_layer_modulate(layer: int) const | |
get_layer_name(layer: int) const | |
get_layer_navigation_map(layer: int) const | |
get_layer_y_sort_origin(layer: int) const | |
get_layer_z_index(layer: int) const | |
get_layers_count() const | |
get_navigation_map(layer: int) const | |
get_neighbor_cell(coords: Vector2i, neighbor: CellNeighbor) const | |
get_pattern(layer: int, coords_array: Array[Vector2i]) | |
get_surrounding_cells(coords: Vector2i) | |
get_used_cells(layer: int) const | |
get_used_cells_by_id(layer: int, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = -1) const | |
get_used_rect() const | |
is_layer_enabled(layer: int) const | |
is_layer_navigation_enabled(layer: int) const | |
is_layer_y_sort_enabled(layer: int) 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 | move_layer(layer: int, to_position: int) |
void | notify_runtime_tile_data_update(layer: int = -1) |
void | remove_layer(layer: int) |
void | set_cell(layer: int, coords: Vector2i, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = 0) |
void | set_cells_terrain_connect(layer: int, cells: Array[Vector2i], terrain_set: int, terrain: int, ignore_empty_terrains: bool = true) |
void | set_cells_terrain_path(layer: int, path: Array[Vector2i], terrain_set: int, terrain: int, ignore_empty_terrains: bool = true) |
void | set_layer_enabled(layer: int, enabled: bool) |
void | set_layer_modulate(layer: int, modulate: Color) |
void | set_layer_name(layer: int, name: String) |
void | set_layer_navigation_enabled(layer: int, enabled: bool) |
void | set_layer_navigation_map(layer: int, map: RID) |
void | set_layer_y_sort_enabled(layer: int, y_sort_enabled: bool) |
void | set_layer_y_sort_origin(layer: int, y_sort_origin: int) |
void | set_layer_z_index(layer: int, z_index: int) |
void | set_navigation_map(layer: int, map: RID) |
void | set_pattern(layer: int, position: Vector2i, pattern: TileMapPattern) |
void |
Signals
changed() 🔗
Emitted when the TileSet of this TileMap changes.
Enumerations
enum VisibilityMode: 🔗
VisibilityMode VISIBILITY_MODE_DEFAULT = 0
Use the debug settings to determine visibility.
VisibilityMode VISIBILITY_MODE_FORCE_HIDE = 2
Always hide.
VisibilityMode VISIBILITY_MODE_FORCE_SHOW = 1
Always show.
Property Descriptions
bool collision_animatable = false
🔗
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.
Note: Enabling collision_animatable may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.
VisibilityMode collision_visibility_mode = 0
🔗
void set_collision_visibility_mode(value: VisibilityMode)
VisibilityMode get_collision_visibility_mode()
Show or hide the TileMap’s collision shapes. If set to VISIBILITY_MODE_DEFAULT, this depends on the show collision debug settings.
VisibilityMode navigation_visibility_mode = 0
🔗
void set_navigation_visibility_mode(value: VisibilityMode)
VisibilityMode get_navigation_visibility_mode()
Show or hide the TileMap’s navigation meshes. If set to VISIBILITY_MODE_DEFAULT, this depends on the show navigation debug settings.
int rendering_quadrant_size = 16
🔗
The TileMap’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 Y-sorted layers, 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 TileMap’s local coordinate system.
The TileSet used by this TileMap. The textures, collisions, and additional behavior of all available tiles are stored here.
Method Descriptions
void _tile_data_runtime_update(layer: int, coords: Vector2i, tile_data: TileData) virtual 🔗
Called with a TileData object about to be used internally by the TileMap, 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
and layer
.
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 TileMap it needs an update.
bool _use_tile_data_runtime_update(layer: int, coords: Vector2i) virtual 🔗
Should return true
if the tile at coordinates coords
on layer layer
requires a runtime update.
Warning: Make sure this function only return 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 changed, use notify_runtime_tile_data_update to notify the TileMap it needs an update.
void add_layer(to_position: int) 🔗
Adds a layer at the given position to_position
in the array. If to_position
is negative, the position is counted from the end, with -1
adding the layer at the end of the array.
void clear() 🔗
Clears all cells.
void clear_layer(layer: int) 🔗
Clears all cells on the given layer.
If layer
is negative, the layers are accessed from the last one.
void erase_cell(layer: int, coords: Vector2i) 🔗
Erases the cell on layer layer
at coordinates coords
.
If layer
is negative, the layers are accessed from the last one.
void fix_invalid_tiles() 🔗
Clears cells that do not exist in the tileset.
void force_update(layer: int = -1) 🔗
Deprecated: Use notify_runtime_tile_data_update and/or update_internals instead.
Forces the TileMap and the layer layer
to update.
int get_cell_alternative_tile(layer: int, coords: Vector2i, use_proxies: bool = false) const 🔗
Returns the tile alternative ID of the cell on layer layer
at coords
.
If use_proxies
is false
, ignores the TileSet‘s tile proxies, returning the raw alternative identifier. See TileSet.map_tile_proxy.
If layer
is negative, the layers are accessed from the last one.
Vector2i get_cell_atlas_coords(layer: int, coords: Vector2i, use_proxies: bool = false) const 🔗
Returns the tile atlas coordinates ID of the cell on layer layer
at coordinates coords
. Returns Vector2i(-1, -1)
if the cell does not exist.
If use_proxies
is false
, ignores the TileSet‘s tile proxies, returning the raw atlas coordinate identifier. See TileSet.map_tile_proxy.
If layer
is negative, the layers are accessed from the last one.
int get_cell_source_id(layer: int, coords: Vector2i, use_proxies: bool = false) const 🔗
Returns the tile source ID of the cell on layer layer
at coordinates coords
. Returns -1
if the cell does not exist.
If use_proxies
is false
, ignores the TileSet‘s tile proxies, returning the raw source identifier. See TileSet.map_tile_proxy.
If layer
is negative, the layers are accessed from the last one.
TileData get_cell_tile_data(layer: int, coords: Vector2i, use_proxies: bool = false) const 🔗
Returns the TileData object associated with the given cell, or null
if the cell does not exist or is not a TileSetAtlasSource.
If layer
is negative, the layers are accessed from the last one.
func get_clicked_tile_power():
var clicked_cell = tile_map.local_to_map(tile_map.get_local_mouse_position())
var data = tile_map.get_cell_tile_data(0, clicked_cell)
if data:
return data.get_custom_data("power")
else:
return 0
If use_proxies
is false
, ignores the TileSet‘s tile proxies. See TileSet.map_tile_proxy.
Vector2i get_coords_for_body_rid(body: RID) 🔗
Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from KinematicCollision2D.get_collider_rid, when colliding with a tile.
int get_layer_for_body_rid(body: RID) 🔗
Returns the tilemap layer of the tile for given physics body RID. Such RID can be retrieved from KinematicCollision2D.get_collider_rid, when colliding with a tile.
Color get_layer_modulate(layer: int) const 🔗
Returns a TileMap layer’s modulate.
If layer
is negative, the layers are accessed from the last one.
String get_layer_name(layer: int) const 🔗
Returns a TileMap layer’s name.
If layer
is negative, the layers are accessed from the last one.
RID get_layer_navigation_map(layer: int) const 🔗
Returns the RID of the NavigationServer2D navigation map assigned to the specified TileMap layer layer
.
By default the TileMap uses the default World2D navigation map for the first TileMap layer. For each additional TileMap layer a new navigation map is created for the additional layer.
In order to make NavigationAgent2D switch between TileMap layer navigation maps use NavigationAgent2D.set_navigation_map with the navigation map received from get_layer_navigation_map.
If layer
is negative, the layers are accessed from the last one.
int get_layer_y_sort_origin(layer: int) const 🔗
Returns a TileMap layer’s Y sort origin.
If layer
is negative, the layers are accessed from the last one.
int get_layer_z_index(layer: int) const 🔗
Returns a TileMap layer’s Z-index value.
If layer
is negative, the layers are accessed from the last one.
int get_layers_count() const 🔗
Returns the number of layers in the TileMap.
RID get_navigation_map(layer: int) const 🔗
Deprecated: Use get_layer_navigation_map instead.
Returns the RID of the NavigationServer2D navigation map assigned to the specified TileMap layer layer
.
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(layer: int, coords_array: Array[Vector2i]) 🔗
Creates a new TileMapPattern from the given layer and set of cells.
If layer
is negative, the layers are accessed from the last one.
Array[Vector2i] get_surrounding_cells(coords: Vector2i) 🔗
Returns the list of all neighbourings cells to the one at coords
.
Array[Vector2i] get_used_cells(layer: int) const 🔗
Returns a Vector2i 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 Vector2(-1, -1)
and its alternative identifier is -1.
If layer
is negative, the layers are accessed from the last one.
Array[Vector2i] get_used_cells_by_id(layer: int, 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 in the given layer. 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 value, this method returns the same result as get_used_cells.
A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is Vector2(-1, -1)
and its alternative identifier is -1.
If layer
is negative, the layers are accessed from the last one.
Rect2i get_used_rect() const 🔗
Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.
bool is_layer_enabled(layer: int) const 🔗
Returns if a layer is enabled.
If layer
is negative, the layers are accessed from the last one.
bool is_layer_navigation_enabled(layer: int) const 🔗
Returns if a layer’s built-in navigation regions generation is enabled.
bool is_layer_y_sort_enabled(layer: int) const 🔗
Returns if a layer Y-sorts its tiles.
If layer
is negative, the layers are accessed from the last one.
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 coordinate 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 TileMap’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 move_layer(layer: int, to_position: int) 🔗
Moves the layer at index layer
to the given position to_position
in the array.
void notify_runtime_tile_data_update(layer: int = -1) 🔗
Notifies the TileMap node that calls to _use_tile_data_runtime_update or _tile_data_runtime_update will lead to different results. This will thus trigger a TileMap update.
If layer
is provided, only notifies changes for the given layer. Providing the layer
argument (when applicable) is usually preferred for performance reasons.
Warning: Updating the TileMap 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 TileMap, the update will be done at the end of the frame as usual (unless you call update_internals).
void remove_layer(layer: int) 🔗
Removes the layer at index layer
.
void set_cell(layer: int, coords: Vector2i, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = 0) 🔗
Sets the tile identifiers for the cell on layer layer
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 coordinates 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
.
If layer
is negative, the layers are accessed from the last one.
void set_cells_terrain_connect(layer: int, 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.
If layer
is negative, the layers are accessed from the last one.
Note: To work correctly, this method requires the TileMap’s TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
void set_cells_terrain_path(layer: int, 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.
If layer
is negative, the layers are accessed from the last one.
Note: To work correctly, this method requires the TileMap’s TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
void set_layer_enabled(layer: int, enabled: bool) 🔗
Enables or disables the layer layer
. A disabled layer is not processed at all (no rendering, no physics, etc.).
If layer
is negative, the layers are accessed from the last one.
void set_layer_modulate(layer: int, modulate: Color) 🔗
Sets a layer’s color. It will be multiplied by tile’s color and TileMap’s modulate.
If layer
is negative, the layers are accessed from the last one.
void set_layer_name(layer: int, name: String) 🔗
Sets a layer’s name. This is mostly useful in the editor.
If layer
is negative, the layers are accessed from the last one.
void set_layer_navigation_enabled(layer: int, enabled: bool) 🔗
Enables or disables a layer’s built-in navigation regions generation. Disable this if you need to bake navigation regions from a TileMap using a NavigationRegion2D node.
void set_layer_navigation_map(layer: int, map: RID) 🔗
Assigns map
as a NavigationServer2D navigation map for the specified TileMap layer layer
.
By default the TileMap uses the default World2D navigation map for the first TileMap layer. For each additional TileMap layer a new navigation map is created for the additional layer.
In order to make NavigationAgent2D switch between TileMap layer navigation maps use NavigationAgent2D.set_navigation_map with the navigation map received from get_layer_navigation_map.
If layer
is negative, the layers are accessed from the last one.
void set_layer_y_sort_enabled(layer: int, y_sort_enabled: bool) 🔗
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.
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 behavior.
If layer
is negative, the layers are accessed from the last one.
void set_layer_y_sort_origin(layer: int, y_sort_origin: int) 🔗
Sets a layer’s Y-sort origin value. 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 on each layer. This can be useful for top-down view games.
If layer
is negative, the layers are accessed from the last one.
void set_layer_z_index(layer: int, z_index: int) 🔗
Sets a layers Z-index value. This Z-index is added to each tile’s Z-index value.
If layer
is negative, the layers are accessed from the last one.
void set_navigation_map(layer: int, map: RID) 🔗
Deprecated: Use set_layer_navigation_map instead.
Assigns map
as a NavigationServer2D navigation map for the specified TileMap layer layer
.
void set_pattern(layer: int, position: Vector2i, pattern: TileMapPattern) 🔗
Paste the given TileMapPattern at the given position
and layer
in the tile map.
If layer
is negative, the layers are accessed from the last one.
void update_internals() 🔗
Triggers a direct update of the TileMap. Usually, calling this function is not needed, as TileMap 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 TileMap to update right away instead.
Warning: Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of updates and how many tiles they impact.
User-contributed notes
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