<classname="TileMap"inherits="Node2D"deprecated="Use multiple [TileMapLayer] nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'."keywords="gridmap"xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"xsi:noNamespaceSchemaLocation="../class.xsd">
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. This is only queued when inside the scene tree.
This method is only called if [method _use_tile_data_runtime_update] is implemented and returns [code]true[/code] for the given tile [param coords] and [param layer].
[b]Warning:[/b] The [param 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.
[b]Note:[/b] If the properties of [param tile_data] object should change over time, use [method notify_runtime_tile_data_update] to notify the TileMap it needs an update.
[b]Warning:[/b] Make sure this function only return [code]true[/code] when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty.
Adds a layer at the given position [param to_position] in the array. If [param to_position] is negative, the position is counted from the end, with [code]-1[/code] adding the layer at the end of the array.
Returns the tile alternative ID of the cell on layer [param layer] at [param coords].
If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
Returns the tile atlas coordinates ID of the cell on layer [param layer] at coordinates [param coords]. Returns [code]Vector2i(-1, -1)[/code] if the cell does not exist.
If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw atlas coordinate identifier. See [method TileSet.map_tile_proxy].
If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw source identifier. See [method TileSet.map_tile_proxy].
Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from [method 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 [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
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 [method NavigationAgent2D.set_navigation_map] with the navigation map received from [method get_layer_navigation_map].
If [param layer] is negative, the layers are accessed from the last one.
Returns the neighboring cell to the one at coordinates [param coords], identified by the [param neighbor] direction. This method takes into account the different layouts a TileMap can take.
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 [code]Vector2(-1, -1)[/code] and its alternative identifier is -1.
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 ([param source_id]), their atlas coordinates ([param atlas_coords]) or alternative id ([param 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 [method get_used_cells].
A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1.
Returns the map coordinates of the cell containing the given [param local_position]. If [param local_position] is in global coordinates, consider using [method Node2D.to_local] before passing it to this method. See also [method map_to_local].
Returns for the given coordinate [param coords_in_pattern] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [param position_in_tilemap] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code].
Returns the centered position of a cell in the TileMap's local coordinate space. To convert the returned value into global coordinates, use [method Node2D.to_global]. See also [method local_to_map].
[b]Note:[/b] This may not correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_origin] property of individual tiles.
Notifies the TileMap node that calls to [method _use_tile_data_runtime_update] or [method _tile_data_runtime_update] will lead to different results. This will thus trigger a TileMap update.
If [param layer] is provided, only notifies changes for the given layer. Providing the [param layer] argument (when applicable) is usually preferred for performance reasons.
[b]Warning:[/b] Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of calls to this function to avoid unnecessary update.
[b]Note:[/b] 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 [method update_internals]).
Sets the tile identifiers for the cell on layer [param layer] at coordinates [param coords]. Each tile of the [TileSet] is identified using three parts:
- The atlas coordinates identifier [param atlas_coords] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]). For [TileSetScenesCollectionSource] it should always be [code]Vector2i(0, 0)[/code]),
- The alternative tile identifier [param alternative_tile] identifies a tile alternative in the atlas (if the source is a [TileSetAtlasSource]), and the scene for a [TileSetScenesCollectionSource].
If [param source_id] is set to [code]-1[/code], [param atlas_coords] to [code]Vector2i(-1, -1)[/code] or [param alternative_tile] to [code]-1[/code], the cell will be erased. An erased cell gets [b]all[/b] its identifiers automatically set to their respective invalid values, namely [code]-1[/code], [code]Vector2i(-1, -1)[/code] and [code]-1[/code].
Update all the cells in the [param cells] coordinates array so that they use the given [param terrain] for the given [param 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 [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
[b]Note:[/b] 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 [param path] coordinates array so that they use the given [param terrain] for the given [param 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 [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
[b]Note:[/b] 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 a layer's built-in navigation regions generation. Disable this if you need to bake navigation regions from a TileMap using a [NavigationRegion2D] node.
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 [method NavigationAgent2D.set_navigation_map] with the navigation map received from [method get_layer_navigation_map].
If [param layer] is negative, the layers are accessed from the last one.
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.
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.
[b]Warning:[/b] Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of updates and how many tiles they impact.
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.
The TileMap's quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. [member 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 [code]16 * 16 = 256[/code] tiles.
The quadrant size does not apply on Y-sorted layers, as tiles are grouped by Y position instead in that case.
[b]Note:[/b] 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.