Class TileMapLayer
Node for 2D tile-based maps.
- Inheritance
-
TileMapLayer
Remarks
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.
Note: For performance and compatibility reasons, the coordinates serialized by TileMapLayer 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_enabled
Enable or disable collisions.
var collision_enabled : bool = true
Property Value
Remarks
collision_visibility_mode
Show or hide the TileMapLayer's collision shapes. If set to TileMapLayer.DEBUG_VISIBILITY_MODE_DEFAULT, this depends on the show collision debug settings.
var collision_visibility_mode : int = 0
Property Value
Remarks
enabled
If false
, disables this TileMapLayer completely (rendering, collision, navigation, scene tiles, etc.)
var enabled : bool = true
Property Value
Remarks
navigation_enabled
If true
, navigation regions are enabled.
var navigation_enabled : bool = true
Property Value
Remarks
navigation_visibility_mode
Show or hide the TileMapLayer's navigation meshes. If set to TileMapLayer.DEBUG_VISIBILITY_MODE_DEFAULT, this depends on the show navigation debug settings.
var navigation_visibility_mode : int = 0
Property Value
Remarks
occlusion_enabled
Enable or disable light occlusion.
var occlusion_enabled : bool = true
Property Value
Remarks
rendering_quadrant_size
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.
var rendering_quadrant_size : int = 16
Property Value
Remarks
tile_map_data
The raw tile map data as a byte array.
var tile_map_data : PackedByteArray = PackedByteArray()
Property Value
Remarks
- void set_tile_map_data_from_array(PackedByteArray value)
- PackedByteArray get_tile_map_data_as_array
tile_set
The TileSet used by this layer. The textures, collisions, and additional behavior of all available tiles are stored here.
var tile_set : TileSet
Property Value
Remarks
use_kinematic_bodies
If true
, this TileMapLayer collision shapes will be instantiated as kinematic bodies. This can be needed for moving TileMapLayer nodes (i.e. moving platforms).
var use_kinematic_bodies : bool = false
Property Value
Remarks
x_draw_order_reversed
If y_sort_enabled is enabled, setting this to true
will reverse the order the tiles are drawn on the X-axis.
var x_draw_order_reversed : bool = false
Property Value
Remarks
y_sort_origin
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.
var y_sort_origin : int = 0
Property Value
Remarks
Methods
_tile_data_runtime_update(Vector2i, TileData)
Qualifiers: 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 TileMapLayer._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.
void _tile_data_runtime_update(Vector2i coords, TileData tile_data)
Parameters
_update_cells(Vector2i[], bool)
Qualifiers: virtual
Called when this TileMapLayer's cells need an internal update. This update may be caused from individual cells being modified or by a change in the tile_set (causing all cells to be queued for an update). The first call to this function is always for initializing all the TileMapLayer's cells. coords
contains the coordinates of all modified cells, roughly in the order they were modified. forced_cleanup
is true
when the TileMapLayer's internals should be fully cleaned up. This is the case when:
The layer is disabled;
The layer is not visible;
tile_set is set to
null
;The node is removed from the tree;
The node is freed.
Note that any internal update happening while one of these conditions is verified is considered to be a "cleanup". See also update_internals.
Warning: Implementing this method may degrade the TileMapLayer's performance.
void _update_cells(Vector2i[] coords, bool forced_cleanup)
Parameters
coords
Vector2i[]forced_cleanup
bool
_use_tile_data_runtime_update(Vector2i)
Qualifiers: 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.
bool _use_tile_data_runtime_update(Vector2i coords)
Parameters
coords
Vector2i
clear
Clears all cells.
void clear
erase_cell(Vector2i)
Erases the cell at coordinates coords
.
void erase_cell(Vector2i coords)
Parameters
coords
Vector2i
fix_invalid_tiles
Clears cells containing tiles that do not exist in the tile_set.
void fix_invalid_tiles
get_cell_alternative_tile(Vector2i)
Qualifiers: const
Returns the tile alternative ID of the cell at coordinates coords
.
int get_cell_alternative_tile(Vector2i coords)
Parameters
coords
Vector2i
get_cell_atlas_coords(Vector2i)
Qualifiers: const
Returns the tile atlas coordinates ID of the cell at coordinates coords
. Returns Vector2i(-1, -1)
if the cell does not exist.
Vector2i get_cell_atlas_coords(Vector2i coords)
Parameters
coords
Vector2i
get_cell_source_id(Vector2i)
Qualifiers: const
Returns the tile source ID of the cell at coordinates coords
. Returns -1
if the cell does not exist.
int get_cell_source_id(Vector2i coords)
Parameters
coords
Vector2i
get_cell_tile_data(Vector2i)
Qualifiers: 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
TileData get_cell_tile_data(Vector2i coords)
Parameters
coords
Vector2i
get_coords_for_body_rid(RID)
Qualifiers: const
Returns the coordinates of the tile for given physics body RID. Such an 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_navigation_map
Qualifiers: 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 TileMapLayer.set_navigation_map.
RID get_navigation_map
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
get_pattern(Vector2i[])
Creates and returns a new TileMapPattern from the given array of cells. See also TileMapLayer.set_pattern.
TileMapPattern get_pattern(Vector2i[] coords_array)
Parameters
coords_array
Vector2i[]
get_surrounding_cells(Vector2i)
Returns the list of all neighboring cells to the one at coords
. Any neighboring cell is one that is touching edges, so for a square cell 4 cells would be returned, for a hexagon 6 cells are returned.
Vector2i[] get_surrounding_cells(Vector2i coords)
Parameters
coords
Vector2i
get_used_cells
Qualifiers: 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
.
Vector2i[] get_used_cells
get_used_cells_by_id(int, Vector2i, int)
Qualifiers: 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
.
Vector2i[] get_used_cells_by_id(int source_id, Vector2i atlas_coords, int alternative_tile)
Parameters
get_used_rect
Qualifiers: const
Returns a rectangle enclosing the used (non-empty) tiles of the map.
Rect2i get_used_rect
has_body_rid(RID)
Qualifiers: const
Returns whether the provided body
RID belongs to one of this TileMapLayer's cells.
bool has_body_rid(RID body)
Parameters
body
RID
is_cell_flipped_h(Vector2i)
Qualifiers: const
Returns true
if the cell at coordinates coords
is flipped horizontally. The result is valid only for atlas sources.
bool is_cell_flipped_h(Vector2i coords)
Parameters
coords
Vector2i
is_cell_flipped_v(Vector2i)
Qualifiers: const
Returns true
if the cell at coordinates coords
is flipped vertically. The result is valid only for atlas sources.
bool is_cell_flipped_v(Vector2i coords)
Parameters
coords
Vector2i
is_cell_transposed(Vector2i)
Qualifiers: const
Returns true
if the cell at coordinates coords
is transposed. The result is valid only for atlas sources.
bool is_cell_transposed(Vector2i coords)
Parameters
coords
Vector2i
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 TileMapLayer.map_to_local.
Vector2i local_to_map(Vector2 local_position)
Parameters
local_position
Vector2
map_pattern(Vector2i, Vector2i, 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 TileMapLayer.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
Vector2icoords_in_pattern
Vector2ipattern
TileMapPattern
map_to_local(Vector2i)
Qualifiers: 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 TileMapLayer.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
notify_runtime_tile_data_update
Notifies the TileMapLayer node that calls to TileMapLayer._use_tile_data_runtime_update or TileMapLayer._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 notify_runtime_tile_data_update
set_cell(Vector2i, int, Vector2i, int)
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_cell(Vector2i coords, int source_id, Vector2i atlas_coords, int alternative_tile)
Parameters
set_cells_terrain_connect(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.
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_connect(Vector2i[] cells, int terrain_set, int terrain, bool ignore_empty_terrains)
Parameters
set_cells_terrain_path(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.
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(Vector2i[] path, int terrain_set, int terrain, bool ignore_empty_terrains)
Parameters
set_navigation_map(RID)
Sets a custom map
as a NavigationServer2D navigation map. If not set, uses the default World2D navigation map instead.
void set_navigation_map(RID map)
Parameters
map
RID
set_pattern(Vector2i, TileMapPattern)
Pastes the TileMapPattern at the given position
in the tile map. See also TileMapLayer.get_pattern.
void set_pattern(Vector2i position, TileMapPattern pattern)
Parameters
position
Vector2ipattern
TileMapPattern
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.
void update_internals
Events
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).
signal changed