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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "TileMap" inherits= "Node2D" category= "Core" version= "3.2" >
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<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 >
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<link > https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link>
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</tutorials>
<methods >
<method name= "clear" >
<return type= "void" >
</return>
<description >
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Clears all cells.
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</description>
</method>
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<method name= "fix_invalid_tiles" >
<return type= "void" >
</return>
<description >
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Clears cells that do not exist in the tileset.
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</description>
</method>
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<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 >
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Returns the tile index of the given cell. If no tile exists in the cell, returns [constant INVALID_CELL].
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</description>
</method>
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<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>
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<method name= "get_cellv" qualifiers= "const" >
<return type= "int" >
</return>
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<argument index= "0" name= "position" type= "Vector2" >
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</argument>
<description >
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Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returns [constant INVALID_CELL].
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</description>
</method>
<method name= "get_collision_layer_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
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Returns [code]true[/code] if the given collision layer bit is set.
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</description>
</method>
<method name= "get_collision_mask_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
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Returns [code]true[/code] if the given collision mask bit is set.
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</description>
</method>
<method name= "get_used_cells" qualifiers= "const" >
<return type= "Array" >
</return>
<description >
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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]).
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</description>
</method>
<method name= "get_used_cells_by_id" qualifiers= "const" >
<return type= "Array" >
</return>
<argument index= "0" name= "id" type= "int" >
</argument>
<description >
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Returns an array of all cells with the given tile [code]id[/code].
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</description>
</method>
<method name= "get_used_rect" >
<return type= "Rect2" >
</return>
<description >
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Returns a rectangle enclosing the used (non-empty) tiles of the map.
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</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 >
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Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y axes are swapped.
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</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 >
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Returns [code]true[/code] if the given cell is flipped in the X axis.
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</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 >
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Returns [code]true[/code] if the given cell is flipped in the Y axis.
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</description>
</method>
<method name= "map_to_world" qualifiers= "const" >
<return type= "Vector2" >
</return>
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<argument index= "0" name= "map_position" type= "Vector2" >
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</argument>
<argument index= "1" name= "ignore_half_ofs" type= "bool" default= "false" >
</argument>
<description >
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Returns the global position corresponding to the given tilemap (grid-based) coordinates.
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Optionally, the tilemap's half offset can be ignored.
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</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>
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<argument index= "6" name= "autotile_coord" type= "Vector2" default= "Vector2( 0, 0 )" >
</argument>
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<description >
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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.
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[b]Note:[/b] Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
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If you need these to be immediately updated, you can call [method update_dirty_quadrants].
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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)
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[/codeblock]
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</description>
</method>
<method name= "set_cellv" >
<return type= "void" >
</return>
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<argument index= "0" name= "position" type= "Vector2" >
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</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 >
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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.
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[b]Note:[/b] Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
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If you need these to be immediately updated, you can call [method update_dirty_quadrants].
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</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 >
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Sets the given collision layer bit.
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</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 >
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Sets the given collision mask bit.
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</description>
</method>
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<method name= "update_bitmask_area" >
<return type= "void" >
</return>
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<argument index= "0" name= "position" type= "Vector2" >
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</argument>
<description >
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Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates.
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</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 >
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Applies autotiling rules to the cells in the given region (specified by grid-based X and Y coordinates).
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Calling with invalid (or missing) parameters applies autotiling rules for the entire tilemap.
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</description>
</method>
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<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>
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<method name= "world_to_map" qualifiers= "const" >
<return type= "Vector2" >
</return>
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<argument index= "0" name= "world_position" type= "Vector2" >
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</argument>
<description >
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Returns the tilemap (grid-based) coordinates corresponding to the given local position.
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</description>
</method>
</methods>
<members >
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<member name= "cell_clip_uv" type= "bool" setter= "set_clip_uv" getter= "get_clip_uv" default= "false" >
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</member>
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<member name= "cell_custom_transform" type= "Transform2D" setter= "set_custom_transform" getter= "get_custom_transform" default= "Transform2D( 1, 0, 0, 1, 0, 0 )" >
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The custom [Transform2D] to be applied to the TileMap's cells.
</member>
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<member name= "cell_half_offset" type= "int" setter= "set_half_offset" getter= "get_half_offset" enum= "TileMap.HalfOffset" default= "2" >
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Amount to offset alternating tiles. See [enum HalfOffset] for possible values.
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</member>
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<member name= "cell_quadrant_size" type= "int" setter= "set_quadrant_size" getter= "get_quadrant_size" default= "16" >
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The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
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</member>
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<member name= "cell_size" type= "Vector2" setter= "set_cell_size" getter= "get_cell_size" default= "Vector2( 64, 64 )" >
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The TileMap's cell size.
</member>
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<member name= "cell_tile_origin" type= "int" setter= "set_tile_origin" getter= "get_tile_origin" enum= "TileMap.TileOrigin" default= "0" >
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Position for tile origin. See [enum TileOrigin] for possible values.
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</member>
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<member name= "cell_y_sort" type= "bool" setter= "set_y_sort_mode" getter= "is_y_sort_mode_enabled" default= "false" >
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If [code]true[/code], the TileMap's children will be drawn in order of their Y coordinate.
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</member>
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<member name= "collision_bounce" type= "float" setter= "set_collision_bounce" getter= "get_collision_bounce" default= "0.0" >
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Bounce value for static body collisions (see [code]collision_use_kinematic[/code]).
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</member>
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<member name= "collision_friction" type= "float" setter= "set_collision_friction" getter= "get_collision_friction" default= "1.0" >
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Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
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</member>
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<member name= "collision_layer" type= "int" setter= "set_collision_layer" getter= "get_collision_layer" default= "1" >
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The collision layer(s) for all colliders in the TileMap.
</member>
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<member name= "collision_mask" type= "int" setter= "set_collision_mask" getter= "get_collision_mask" default= "1" >
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The collision mask(s) for all colliders in the TileMap.
</member>
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<member name= "collision_use_kinematic" type= "bool" setter= "set_collision_use_kinematic" getter= "get_collision_use_kinematic" default= "true" >
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If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.
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</member>
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<member name= "collision_use_parent" type= "bool" setter= "set_collision_use_parent" getter= "get_collision_use_parent" default= "false" >
</member>
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<member name= "mode" type= "int" setter= "set_mode" getter= "get_mode" enum= "TileMap.Mode" default= "0" >
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The TileMap orientation mode. See [enum Mode] for possible values.
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</member>
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<member name= "occluder_light_mask" type= "int" setter= "set_occluder_light_mask" getter= "get_occluder_light_mask" default= "1" >
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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).
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</member>
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<member name= "tile_set" type= "TileSet" setter= "set_tileset" getter= "get_tileset" default= "null" >
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The assigned [TileSet].
</member>
</members>
<signals >
<signal name= "settings_changed" >
<description >
Emitted when a tilemap setting has changed.
</description>
</signal>
</signals>
<constants >
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<constant name= "INVALID_CELL" value= "-1" >
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Returned when a cell doesn't exist.
</constant>
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<constant name= "MODE_SQUARE" value= "0" enum= "Mode" >
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Orthogonal orientation mode.
</constant>
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<constant name= "MODE_ISOMETRIC" value= "1" enum= "Mode" >
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Isometric orientation mode.
</constant>
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<constant name= "MODE_CUSTOM" value= "2" enum= "Mode" >
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Custom orientation mode.
</constant>
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<constant name= "HALF_OFFSET_X" value= "0" enum= "HalfOffset" >
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Half offset on the X coordinate.
</constant>
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<constant name= "HALF_OFFSET_Y" value= "1" enum= "HalfOffset" >
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Half offset on the Y coordinate.
</constant>
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<constant name= "HALF_OFFSET_DISABLED" value= "2" enum= "HalfOffset" >
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Half offset disabled.
</constant>
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<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>
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<constant name= "TILE_ORIGIN_TOP_LEFT" value= "0" enum= "TileOrigin" >
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Tile origin at its top-left corner.
</constant>
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<constant name= "TILE_ORIGIN_CENTER" value= "1" enum= "TileOrigin" >
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Tile origin at its center.
</constant>
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<constant name= "TILE_ORIGIN_BOTTOM_LEFT" value= "2" enum= "TileOrigin" >
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Tile origin at its bottom-left corner.
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</constant>
</constants>
</class>