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.
To force an update earlier on, call update_internals.
Emitted when the TileSet of this TileMap changes.
VISIBILITY_MODE_DEFAULT = 0
Use the debug settings to determine visibility.
VISIBILITY_MODE_FORCE_HIDE = 2
Always hide.
VISIBILITY_MODE_FORCE_SHOW = 1
Always show.
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.
Show or hide the TileMap's collision shapes. If set to VISIBILITY_MODE_DEFAULT, this depends on the show collision debug settings.
Show or hide the TileMap's navigation meshes. If set to VISIBILITY_MODE_DEFAULT, this depends on the show navigation debug settings.
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 quandrant size groups together 16 * 16 = 256
tiles.
The quadrant size does not apply on Y-sorted layers, as tiles are be 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 assigned TileSet.
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.
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.
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.
Clears all cells.
Clears all cells on the given layer.
If layer
is negative, the layers are accessed from the last one.
Erases the cell on layer layer
at coordinates coords
.
If layer
is negative, the layers are accessed from the last one.
Clears cells that do not exist in the tileset.
Deprecated. See notify_runtime_tile_data_update and update_internals.
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.
Returns the tile atlas coordinates ID of the cell on layer layer
at coordinates 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.
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 alternative identifier. See TileSet.map_tile_proxy.
If layer
is negative, the layers are accessed from the last one.
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.
If use_proxies
is false
, ignores the TileSet's tile proxies, returning the raw alternative identifier. See TileSet.map_tile_proxy.
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.
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.
Returns a TileMap layer's modulate.
If layer
is negative, the layers are accessed from the last one.
Returns a TileMap layer's name.
If layer
is negative, the layers are accessed from the last one.
Returns the NavigationServer2D navigation map RID currently assigned to the specified TileMap 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.
Returns a TileMap layer's Y sort origin.
If layer
is negative, the layers are accessed from the last one.
Returns a TileMap layer's Z-index value.
If layer
is negative, the layers are accessed from the last one.
Returns the number of layers in the TileMap.
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.
Creates a new TileMapPattern from the given layer and set of cells.
If layer
is negative, the layers are accessed from the last one.
Returns the list of all neighbourings cells to the one at coords
.
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.
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.
Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.
Returns if a layer is enabled.
If layer
is negative, the layers are accessed from the last one.
Returns if a layer's built-in navigation regions generation is enabled.
Returns if a layer Y-sorts its tiles.
If layer
is negative, the layers are accessed from the last one.
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.
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
.
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.
Moves the layer at index layer
to the given position to_position
in the array.
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).
Removes the layer at index layer
.
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 be Vector2i(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.
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.
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.
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.
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.
Sets a layer's name. This is mostly useful in the editor.
If layer
is negative, the layers are accessed from the last one.
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.
Assigns a NavigationServer2D navigation map RID to the specified TileMap 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.
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.
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.
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.
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.
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.