godot/doc/classes/TileMap.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="TileMap" inherits="Node2D" category="Core" version="3.2">
<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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</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" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="x" type="int">
</argument>
<argument index="1" name="y" type="int">
</argument>
<description>
Returns the tile index of the given cell. If no tile exists in the cell, returns [constant INVALID_CELL].
</description>
</method>
<method name="get_cell_autotile_coord" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="x" type="int">
</argument>
<argument index="1" name="y" type="int">
</argument>
<description>
</description>
</method>
<method name="get_cellv" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="position" type="Vector2">
</argument>
<description>
Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returns [constant INVALID_CELL].
</description>
</method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns [code]true[/code] if the given collision layer bit is set.
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns [code]true[/code] if the given collision mask bit is set.
</description>
</method>
<method name="get_used_cells" qualifiers="const">
<return type="Array">
</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_cells_by_id" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns an array of all cells with the given tile [code]id[/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="is_cell_transposed" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="x" type="int">
</argument>
<argument index="1" name="y" type="int">
</argument>
<description>
Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y axes are swapped.
</description>
</method>
<method name="is_cell_x_flipped" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="x" type="int">
</argument>
<argument index="1" name="y" type="int">
</argument>
<description>
Returns [code]true[/code] if the given cell is flipped in the X axis.
</description>
</method>
<method name="is_cell_y_flipped" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="x" type="int">
</argument>
<argument index="1" name="y" type="int">
</argument>
<description>
Returns [code]true[/code] if the given cell is flipped in the Y axis.
</description>
</method>
<method name="map_to_world" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="map_position" type="Vector2">
</argument>
<argument index="1" name="ignore_half_ofs" type="bool" default="false">
</argument>
<description>
Returns the global position corresponding to the given tilemap (grid-based) coordinates.
Optionally, the tilemap's half offset can be ignored.
</description>
</method>
<method name="set_cell">
<return type="void">
</return>
<argument index="0" name="x" type="int">
</argument>
<argument index="1" name="y" type="int">
</argument>
<argument index="2" name="tile" type="int">
</argument>
<argument index="3" name="flip_x" type="bool" default="false">
</argument>
<argument index="4" name="flip_y" type="bool" default="false">
</argument>
<argument index="5" name="transpose" type="bool" default="false">
</argument>
<argument index="6" name="autotile_coord" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Sets the tile index for the cell given by a Vector2.
An index of [code]-1[/code] clears the cell.
Optionally, the tile can also be flipped, transposed, or given autotile coordinates.
[b]Note:[/b] 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 [method update_dirty_quadrants].
Overriding this method also overrides it internally, allowing custom logic to be implemented when tiles are placed/removed:
[codeblock]
func set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)
# Write your custom logic here.
# To call the default method:
.set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)
[/codeblock]
</description>
</method>
<method name="set_cellv">
<return type="void">
</return>
<argument index="0" name="position" type="Vector2">
</argument>
<argument index="1" name="tile" type="int">
</argument>
<argument index="2" name="flip_x" type="bool" default="false">
</argument>
<argument index="3" name="flip_y" type="bool" default="false">
</argument>
<argument index="4" name="transpose" type="bool" default="false">
</argument>
<description>
Sets the tile index for the given cell.
An index of [code]-1[/code] clears the cell.
Optionally, the tile can also be flipped or transposed.
[b]Note:[/b] 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 [method update_dirty_quadrants].
</description>
</method>
<method name="set_collision_layer_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets the given collision layer bit.
</description>
</method>
<method name="set_collision_mask_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets the given collision mask bit.
</description>
</method>
<method name="update_bitmask_area">
<return type="void">
</return>
<argument index="0" name="position" type="Vector2">
</argument>
<description>
Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates.
</description>
</method>
<method name="update_bitmask_region">
<return type="void">
</return>
<argument index="0" name="start" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<argument index="1" name="end" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
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.
</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="Vector2">
</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_clip_uv" type="bool" setter="set_clip_uv" getter="get_clip_uv" default="false">
</member>
<member name="cell_custom_transform" type="Transform2D" setter="set_custom_transform" getter="get_custom_transform" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
The custom [Transform2D] to be applied to the TileMap's cells.
</member>
<member name="cell_half_offset" type="int" setter="set_half_offset" getter="get_half_offset" enum="TileMap.HalfOffset" default="2">
Amount to offset alternating tiles. See [enum HalfOffset] for possible values.
</member>
<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="cell_size" type="Vector2" setter="set_cell_size" getter="get_cell_size" default="Vector2( 64, 64 )">
The TileMap's cell size.
</member>
<member name="cell_tile_origin" type="int" setter="set_tile_origin" getter="get_tile_origin" enum="TileMap.TileOrigin" default="0">
Position for tile origin. See [enum TileOrigin] for possible values.
</member>
<member name="cell_y_sort" type="bool" setter="set_y_sort_mode" getter="is_y_sort_mode_enabled" default="false">
If [code]true[/code], the TileMap's children will be drawn in order of their Y coordinate.
</member>
<member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce" default="0.0">
Bounce value for static body collisions (see [code]collision_use_kinematic[/code]).
</member>
<member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction" default="1.0">
Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The collision layer(s) for all colliders in the TileMap.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The collision mask(s) for all colliders in the TileMap.
</member>
<member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false">
If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.
</member>
<member name="collision_use_parent" type="bool" setter="set_collision_use_parent" getter="get_collision_use_parent" default="false">
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="TileMap.Mode" default="0">
The TileMap orientation mode. See [enum Mode] for possible values.
</member>
<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
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).
</member>
<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset" default="null">
The assigned [TileSet].
</member>
</members>
<signals>
<signal name="settings_changed">
<description>
Emitted when a tilemap setting has changed.
</description>
</signal>
</signals>
<constants>
<constant name="INVALID_CELL" value="-1">
Returned when a cell doesn't exist.
</constant>
<constant name="MODE_SQUARE" value="0" enum="Mode">
Orthogonal orientation mode.
</constant>
<constant name="MODE_ISOMETRIC" value="1" enum="Mode">
Isometric orientation mode.
</constant>
<constant name="MODE_CUSTOM" value="2" enum="Mode">
Custom orientation mode.
</constant>
<constant name="HALF_OFFSET_X" value="0" enum="HalfOffset">
Half offset on the X coordinate.
</constant>
<constant name="HALF_OFFSET_Y" value="1" enum="HalfOffset">
Half offset on the Y coordinate.
</constant>
<constant name="HALF_OFFSET_DISABLED" value="2" enum="HalfOffset">
Half offset disabled.
</constant>
<constant name="HALF_OFFSET_NEGATIVE_X" value="3" enum="HalfOffset">
Half offset on the X coordinate (negative).
</constant>
<constant name="HALF_OFFSET_NEGATIVE_Y" value="4" enum="HalfOffset">
Half offset on the Y coordinate (negative).
</constant>
<constant name="TILE_ORIGIN_TOP_LEFT" value="0" enum="TileOrigin">
Tile origin at its top-left corner.
</constant>
<constant name="TILE_ORIGIN_CENTER" value="1" enum="TileOrigin">
Tile origin at its center.
</constant>
<constant name="TILE_ORIGIN_BOTTOM_LEFT" value="2" enum="TileOrigin">
Tile origin at its bottom-left corner.
</constant>
</constants>
</class>