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.

Tutorials

Properties

bool cell_clip_uv false
Transform2D cell_custom_transform Transform2D( 64, 0, 0, 64, 0, 0 )
HalfOffset cell_half_offset 2
int cell_quadrant_size 16
Vector2 cell_size Vector2( 64, 64 )
TileOrigin cell_tile_origin 0
bool cell_y_sort false
bool centered_textures false
float collision_bounce 0.0
float collision_friction 1.0
int collision_layer 1
int collision_mask 1
bool collision_use_kinematic false
bool collision_use_parent false
bool compatibility_mode false
Mode mode 0
int occluder_light_mask 1
TileSet tile_set

Methods

void clear ( )
void fix_invalid_tiles ( )
int get_cell ( int x, int y ) const
Vector2 get_cell_autotile_coord ( int x, int y ) const
int get_cellv ( Vector2 position ) const
bool get_collision_layer_bit ( int bit ) const
bool get_collision_mask_bit ( int bit ) const
Array get_used_cells ( ) const
Array get_used_cells_by_id ( int id ) const
Rect2 get_used_rect ( )
bool is_cell_transposed ( int x, int y ) const
bool is_cell_x_flipped ( int x, int y ) const
bool is_cell_y_flipped ( int x, int y ) const
Vector2 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 )
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 update_dirty_quadrants ( )
Vector2 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 cell_clip_uv

Default false
Setter set_clip_uv(value)
Getter get_clip_uv()

If true, the cell's UVs will be clipped.

Transform2D cell_custom_transform

Default Transform2D( 64, 0, 0, 64, 0, 0 )
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 2
Setter set_half_offset(value)
Getter get_half_offset()

Amount to offset alternating tiles. See HalfOffset for possible values.

int cell_quadrant_size

Default 16
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 Vector2( 64, 64 )
Setter set_cell_size(value)
Getter get_cell_size()

The TileMap's cell size.

TileOrigin cell_tile_origin

Default 0
Setter set_tile_origin(value)
Getter get_tile_origin()

Position for tile origin. See TileOrigin for possible values.

bool cell_y_sort

Default false
Setter set_y_sort_mode(value)
Getter is_y_sort_mode_enabled()

If true, the TileMap's children will be drawn in order of their Y coordinate.

bool centered_textures

Default false
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 0.0
Setter set_collision_bounce(value)
Getter get_collision_bounce()

Bounce value for static body collisions (see collision_use_kinematic).

float collision_friction

Default 1.0
Setter set_collision_friction(value)
Getter get_collision_friction()

Friction value for static body collisions (see collision_use_kinematic).

int collision_layer

Default 1
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 1
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 false
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 false
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 false
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 0
Setter set_mode(value)
Getter get_mode()

The TileMap orientation mode. See Mode for possible values.

int occluder_light_mask

Default 1
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).

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.

int get_cell ( int x, int y ) const

Returns the tile index of the given cell. If no tile exists in the cell, returns INVALID_CELL.

Vector2 get_cell_autotile_coord ( int x, int y ) const

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.

int get_cellv ( Vector2 position ) const

Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returns INVALID_CELL.

bool get_collision_layer_bit ( int bit ) const

Returns true if the given collision layer bit is set.

bool get_collision_mask_bit ( int bit ) const

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).

Array get_used_cells_by_id ( int id ) const

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.

bool is_cell_transposed ( int x, int y ) const

Returns true if the given cell is transposed, i.e. the X and Y axes are swapped.

bool is_cell_x_flipped ( int x, int y ) const

Returns true if the given cell is flipped in the X axis.

bool is_cell_y_flipped ( int x, int y ) const

Returns true if the given cell is flipped in the Y axis.

Vector2 map_to_world ( Vector2 map_position, bool ignore_half_ofs=false ) const

Returns the global position corresponding to the given tilemap (grid-based) coordinates.

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 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.

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 )

Sets the tile index for the given cell.

An index of -1 clears the cell.

Optionally, the tile can also be flipped or transposed.

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.

void set_collision_layer_bit ( int bit, bool value )

Sets the given collision layer bit.

void set_collision_mask_bit ( int bit, bool value )

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.

void update_bitmask_region ( Vector2 start=Vector2( 0, 0 ), Vector2 end=Vector2( 0, 0 ) )

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.

Vector2 world_to_map ( Vector2 world_position ) const

Returns the tilemap (grid-based) coordinates corresponding to the given local position.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_tilemap.html