godot/doc/classes/TileMap.xml
2021-06-18 00:06:40 -03:00

159 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="TileMap" inherits="Node2D" version="4.0">
<brief_description>
Node for 2D tile-based maps.
</brief_description>
<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.
When doing physics queries against the tilemap, the cell coordinates are encoded as [code]metadata[/code] for each detected collision shape returned by methods such as [method PhysicsDirectSpaceState2D.intersect_shape], [method PhysicsDirectBodyState2D.get_contact_collider_shape_metadata] etc.
</description>
<tutorials>
<link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
<link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link>
<link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link>
<link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
</tutorials>
<methods>
<method name="clear">
<return type="void">
</return>
<description>
Clears all cells.
</description>
</method>
<method name="fix_invalid_tiles">
<return type="void">
</return>
<description>
Clears cells that do not exist in the tileset.
</description>
</method>
<method name="get_cell_alternative_tile" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="coords" type="Vector2i">
</argument>
<description>
</description>
</method>
<method name="get_cell_atlas_coords" qualifiers="const">
<return type="Vector2i">
</return>
<argument index="0" name="coords" type="Vector2i">
</argument>
<description>
</description>
</method>
<method name="get_cell_source_id" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="coords" type="Vector2i">
</argument>
<description>
</description>
</method>
<method name="get_neighbor_cell" qualifiers="const">
<return type="Vector2i">
</return>
<argument index="0" name="coords" type="Vector2i">
</argument>
<argument index="1" name="neighbor" type="int" enum="TileSet.CellNeighbor">
</argument>
<description>
</description>
</method>
<method name="get_surrounding_tiles">
<return type="Vector2i[]">
</return>
<argument index="0" name="coords" type="Vector2i">
</argument>
<description>
</description>
</method>
<method name="get_used_cells" qualifiers="const">
<return type="Vector2i[]">
</return>
<description>
Returns a [Vector2] array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from [code]-1[/code]).
</description>
</method>
<method name="get_used_rect">
<return type="Rect2">
</return>
<description>
Returns a rectangle enclosing the used (non-empty) tiles of the map.
</description>
</method>
<method name="map_to_world" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="map_position" type="Vector2i">
</argument>
<description>
Returns the local position corresponding to the given tilemap (grid-based) coordinates.
</description>
</method>
<method name="set_cell">
<return type="void">
</return>
<argument index="0" name="coords" type="Vector2i">
</argument>
<argument index="1" name="source_id" type="int" default="-1">
</argument>
<argument index="2" name="atlas_coords" type="Vector2i" default="Vector2i(-1, -1)">
</argument>
<argument index="3" name="alternative_tile" type="int" default="-1">
</argument>
<description>
Sets the tile index for the cell given by a Vector2i.
</description>
</method>
<method name="update_dirty_quadrants">
<return type="void">
</return>
<description>
Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.
</description>
</method>
<method name="world_to_map" qualifiers="const">
<return type="Vector2i">
</return>
<argument index="0" name="world_position" type="Vector2">
</argument>
<description>
Returns the tilemap (grid-based) coordinates corresponding to the given local position.
</description>
</method>
</methods>
<members>
<member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size" default="16">
The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
</member>
<member name="show_collision" type="int" setter="set_collision_visibility_mode" getter="get_collision_visibility_mode" enum="TileMap.VisibilityMode" default="0">
</member>
<member name="show_navigation" type="int" setter="set_navigation_visibility_mode" getter="get_navigation_visibility_mode" enum="TileMap.VisibilityMode" default="0">
</member>
<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset">
The assigned [TileSet].
</member>
</members>
<signals>
<signal name="changed">
<description>
Emitted when the [TileSet] of this TileMap changes.
</description>
</signal>
</signals>
<constants>
<constant name="VISIBILITY_MODE_DEFAULT" value="0" enum="VisibilityMode">
</constant>
<constant name="VISIBILITY_MODE_FORCE_HIDE" value="2" enum="VisibilityMode">
</constant>
<constant name="VISIBILITY_MODE_FORCE_SHOW" value="1" enum="VisibilityMode">
</constant>
</constants>
</class>