Table of Contents

Class TileMap

Node for 2D tile-based maps.

Inheritance
TileMap

Remarks

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.

Note: For performance and compatibility reasons, the coordinates serialized by TileMap are limited to 16-bit signed integers, i.e. the range for X and Y coordinates is from -32768 to 32767. When saving tile data, tiles outside this range are wrapped.

See Also

Properties

collision_animatable

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.

var collision_animatable : bool = false

Property Value

bool

Remarks

  • void set_collision_animatable(bool value)
  • bool is_collision_animatable

collision_visibility_mode

Show or hide the TileMap's collision shapes. If set to TileMap.VISIBILITY_MODE_DEFAULT, this depends on the show collision debug settings.

var collision_visibility_mode : int = 0

Property Value

int

Remarks

  • void set_collision_visibility_mode(int value)
  • int get_collision_visibility_mode

navigation_visibility_mode

Show or hide the TileMap's navigation meshes. If set to TileMap.VISIBILITY_MODE_DEFAULT, this depends on the show navigation debug settings.

var navigation_visibility_mode : int = 0

Property Value

int

Remarks

  • void set_navigation_visibility_mode(int value)
  • int get_navigation_visibility_mode

rendering_quadrant_size

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.

var rendering_quadrant_size : int = 16

Property Value

int

Remarks

  • void set_rendering_quadrant_size(int value)
  • int get_rendering_quadrant_size

tile_set

The TileSet used by this TileMap. The textures, collisions, and additional behavior of all available tiles are stored here.

var tile_set : TileSet

Property Value

TileSet

Remarks

Methods

_tile_data_runtime_update(int, Vector2i, TileData)

Qualifiers: 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 TileMap._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 TileMap.notify_runtime_tile_data_update to notify the TileMap it needs an update.

void _tile_data_runtime_update(int layer, Vector2i coords, TileData tile_data)

Parameters

layer int
coords Vector2i
tile_data TileData

_use_tile_data_runtime_update(int, Vector2i)

Qualifiers: 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 TileMap.notify_runtime_tile_data_update to notify the TileMap it needs an update.

bool _use_tile_data_runtime_update(int layer, Vector2i coords)

Parameters

layer int
coords Vector2i

add_layer(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 add_layer(int to_position)

Parameters

to_position int

clear

Clears all cells.

void clear

clear_layer(int)

Clears all cells on the given layer.

If layer is negative, the layers are accessed from the last one.

void clear_layer(int layer)

Parameters

layer int

erase_cell(int, Vector2i)

Erases the cell on layer layer at coordinates coords.

If layer is negative, the layers are accessed from the last one.

void erase_cell(int layer, Vector2i coords)

Parameters

layer int
coords Vector2i

fix_invalid_tiles

Clears cells that do not exist in the tileset.

void fix_invalid_tiles

force_update(int)

Forces the TileMap and the layer layer to update.

void force_update(int layer)

Parameters

layer int

get_cell_alternative_tile(int, Vector2i, bool)

Qualifiers: 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.

int get_cell_alternative_tile(int layer, Vector2i coords, bool use_proxies)

Parameters

layer int
coords Vector2i
use_proxies bool

get_cell_atlas_coords(int, Vector2i, bool)

Qualifiers: 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.

Vector2i get_cell_atlas_coords(int layer, Vector2i coords, bool use_proxies)

Parameters

layer int
coords Vector2i
use_proxies bool

get_cell_source_id(int, Vector2i, bool)

Qualifiers: 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.

int get_cell_source_id(int layer, Vector2i coords, bool use_proxies)

Parameters

layer int
coords Vector2i
use_proxies bool

get_cell_tile_data(int, Vector2i, bool)

Qualifiers: 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.

TileData get_cell_tile_data(int layer, Vector2i coords, bool use_proxies)

Parameters

layer int
coords Vector2i
use_proxies bool

get_coords_for_body_rid(RID)

Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from get_collider_rid, when colliding with a tile.

Vector2i get_coords_for_body_rid(RID body)

Parameters

body RID

get_layer_for_body_rid(RID)

Returns the tilemap layer of the tile for given physics body RID. Such RID can be retrieved from get_collider_rid, when colliding with a tile.

int get_layer_for_body_rid(RID body)

Parameters

body RID

get_layer_modulate(int)

Qualifiers: const

Returns a TileMap layer's modulate.

If layer is negative, the layers are accessed from the last one.

Color get_layer_modulate(int layer)

Parameters

layer int

get_layer_name(int)

Qualifiers: const

Returns a TileMap layer's name.

If layer is negative, the layers are accessed from the last one.

String get_layer_name(int layer)

Parameters

layer int

get_layer_navigation_map(int)

Qualifiers: 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 TileMap.get_layer_navigation_map.

If layer is negative, the layers are accessed from the last one.

RID get_layer_navigation_map(int layer)

Parameters

layer int

get_layer_y_sort_origin(int)

Qualifiers: const

Returns a TileMap layer's Y sort origin.

If layer is negative, the layers are accessed from the last one.

int get_layer_y_sort_origin(int layer)

Parameters

layer int

get_layer_z_index(int)

Qualifiers: const

Returns a TileMap layer's Z-index value.

If layer is negative, the layers are accessed from the last one.

int get_layer_z_index(int layer)

Parameters

layer int

get_layers_count

Qualifiers: const

Returns the number of layers in the TileMap.

int get_layers_count

get_navigation_map(int)

Qualifiers: const

Returns the RID of the NavigationServer2D navigation map assigned to the specified TileMap layer layer.

RID get_navigation_map(int layer)

Parameters

layer int

get_neighbor_cell(Vector2i, int)

Qualifiers: 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.

Vector2i get_neighbor_cell(Vector2i coords, int neighbor)

Parameters

coords Vector2i
neighbor int

get_pattern(int, 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.

TileMapPattern get_pattern(int layer, Vector2i[] coords_array)

Parameters

layer int
coords_array Vector2i[]

get_surrounding_cells(Vector2i)

Returns the list of all neighbourings cells to the one at coords.

Vector2i[] get_surrounding_cells(Vector2i coords)

Parameters

coords Vector2i

get_used_cells(int)

Qualifiers: 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.

Vector2i[] get_used_cells(int layer)

Parameters

layer int

get_used_cells_by_id(int, int, Vector2i, int)

Qualifiers: 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 TileMap.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.

Vector2i[] get_used_cells_by_id(int layer, int source_id, Vector2i atlas_coords, int alternative_tile)

Parameters

layer int
source_id int
atlas_coords Vector2i
alternative_tile int

get_used_rect

Qualifiers: const

Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.

Rect2i get_used_rect

is_cell_flipped_h(int, Vector2i, bool)

Qualifiers: const

Returns true if the cell on layer layer at coordinates coords is flipped horizontally. The result is valid only for atlas sources.

bool is_cell_flipped_h(int layer, Vector2i coords, bool use_proxies)

Parameters

layer int
coords Vector2i
use_proxies bool

is_cell_flipped_v(int, Vector2i, bool)

Qualifiers: const

Returns true if the cell on layer layer at coordinates coords is flipped vertically. The result is valid only for atlas sources.

bool is_cell_flipped_v(int layer, Vector2i coords, bool use_proxies)

Parameters

layer int
coords Vector2i
use_proxies bool

is_cell_transposed(int, Vector2i, bool)

Qualifiers: const

Returns true if the cell on layer layer at coordinates coords is transposed. The result is valid only for atlas sources.

bool is_cell_transposed(int layer, Vector2i coords, bool use_proxies)

Parameters

layer int
coords Vector2i
use_proxies bool

is_layer_enabled(int)

Qualifiers: const

Returns if a layer is enabled.

If layer is negative, the layers are accessed from the last one.

bool is_layer_enabled(int layer)

Parameters

layer int

is_layer_navigation_enabled(int)

Qualifiers: const

Returns if a layer's built-in navigation regions generation is enabled.

bool is_layer_navigation_enabled(int layer)

Parameters

layer int

is_layer_y_sort_enabled(int)

Qualifiers: const

Returns if a layer Y-sorts its tiles.

If layer is negative, the layers are accessed from the last one.

bool is_layer_y_sort_enabled(int layer)

Parameters

layer int

local_to_map(Vector2)

Qualifiers: 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 TileMap.map_to_local.

Vector2i local_to_map(Vector2 local_position)

Parameters

local_position Vector2

map_pattern(Vector2i, Vector2i, 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 TileMap.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.

Vector2i map_pattern(Vector2i position_in_tilemap, Vector2i coords_in_pattern, TileMapPattern pattern)

Parameters

position_in_tilemap Vector2i
coords_in_pattern Vector2i
pattern TileMapPattern

map_to_local(Vector2i)

Qualifiers: 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 TileMap.local_to_map.

Note: This may not correspond to the visual position of the tile, i.e. it ignores the texture_origin property of individual tiles.

Vector2 map_to_local(Vector2i map_position)

Parameters

map_position Vector2i

move_layer(int, int)

Moves the layer at index layer to the given position to_position in the array.

void move_layer(int layer, int to_position)

Parameters

layer int
to_position int

notify_runtime_tile_data_update(int)

Notifies the TileMap node that calls to TileMap._use_tile_data_runtime_update or TileMap._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 notify_runtime_tile_data_update(int layer)

Parameters

layer int

remove_layer(int)

Removes the layer at index layer.

void remove_layer(int layer)

Parameters

layer int

set_cell(int, Vector2i, int, Vector2i, int)

Sets the tile identifiers for the cell on layer layer at coordinates coords. Each tile of the TileSet is identified using three parts:

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_cell(int layer, Vector2i coords, int source_id, Vector2i atlas_coords, int alternative_tile)

Parameters

layer int
coords Vector2i
source_id int
atlas_coords Vector2i
alternative_tile int

set_cells_terrain_connect(int, Vector2i[], int, int, bool)

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_connect(int layer, Vector2i[] cells, int terrain_set, int terrain, bool ignore_empty_terrains)

Parameters

layer int
cells Vector2i[]
terrain_set int
terrain int
ignore_empty_terrains bool

set_cells_terrain_path(int, Vector2i[], int, int, bool)

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_cells_terrain_path(int layer, Vector2i[] path, int terrain_set, int terrain, bool ignore_empty_terrains)

Parameters

layer int
path Vector2i[]
terrain_set int
terrain int
ignore_empty_terrains bool

set_layer_enabled(int, 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_enabled(int layer, bool enabled)

Parameters

layer int
enabled bool

set_layer_modulate(int, 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_modulate(int layer, Color modulate)

Parameters

layer int
modulate Color

set_layer_name(int, 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_name(int layer, String name)

Parameters

layer int
name String

set_layer_navigation_enabled(int, 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_enabled(int layer, bool enabled)

Parameters

layer int
enabled bool

set_layer_navigation_map(int, 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 TileMap.get_layer_navigation_map.

If layer is negative, the layers are accessed from the last one.

void set_layer_navigation_map(int layer, RID map)

Parameters

layer int
map RID

set_layer_y_sort_enabled(int, 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_enabled(int layer, bool y_sort_enabled)

Parameters

layer int
y_sort_enabled bool

set_layer_y_sort_origin(int, 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_y_sort_origin(int layer, int y_sort_origin)

Parameters

layer int
y_sort_origin int

set_layer_z_index(int, 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_layer_z_index(int layer, int z_index)

Parameters

layer int
z_index int

set_navigation_map(int, RID)

Assigns map as a NavigationServer2D navigation map for the specified TileMap layer layer.

void set_navigation_map(int layer, RID map)

Parameters

layer int
map RID

set_pattern(int, Vector2i, 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 set_pattern(int layer, Vector2i position, TileMapPattern pattern)

Parameters

layer int
position Vector2i
pattern TileMapPattern

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.

void update_internals

Events

changed

Emitted when the TileSet of this TileMap changes.

signal changed