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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "TileMap" inherits= "Node2D" version= "4.0" >
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<brief_description >
Node for 2D tile-based maps.
</brief_description>
<description >
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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.
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</description>
<tutorials >
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<link title= "Using Tilemaps" > https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link>
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<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>
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</tutorials>
<methods >
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<method name= "add_layer" >
<return type= "void" />
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<argument index= "0" name= "to_position" type= "int" />
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<description >
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Adds a layer at the given position [code]to_position[/code] in the array. If [code]to_position[/code] is -1, adds it at the end of the array.
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</description>
</method>
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<method name= "clear" >
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<return type= "void" />
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<description >
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Clears all cells.
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</description>
</method>
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<method name= "clear_layer" >
<return type= "void" />
<argument index= "0" name= "layer" type= "int" />
<description >
Clears all cells on the given layer.
</description>
</method>
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<method name= "fix_invalid_tiles" >
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<return type= "void" />
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<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_alternative_tile" qualifiers= "const" >
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<return type= "int" />
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<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "coords" type= "Vector2i" />
<argument index= "2" name= "use_proxies" type= "bool" />
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<description >
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Returns the tile alternative ID of the cell on layer [code]layer[/code] at [code]coords[/code]. If [code]use_proxies[/code] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
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</description>
</method>
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<method name= "get_cell_atlas_coords" qualifiers= "const" >
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<return type= "Vector2i" />
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<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "coords" type= "Vector2i" />
<argument index= "2" name= "use_proxies" type= "bool" />
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<description >
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Returns the tile atlas coordinates ID of the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. If [code]use_proxies[/code] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
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</description>
</method>
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<method name= "get_cell_source_id" qualifiers= "const" >
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<return type= "int" />
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<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "coords" type= "Vector2i" />
<argument index= "2" name= "use_proxies" type= "bool" />
<description >
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Returns the tile source ID of the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. If [code]use_proxies[/code] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
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</description>
</method>
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<method name= "get_coords_for_body_rid" >
<return type= "Vector2i" />
<argument index= "0" name= "body" type= "RID" />
<description >
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Returns the coodinates of the tile for given physics body RID. Such RID can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
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</description>
</method>
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<method name= "get_layer_modulate" qualifiers= "const" >
<return type= "Color" />
<argument index= "0" name= "layer" type= "int" />
<description >
Returns a TileMap layer's modulate.
</description>
</method>
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<method name= "get_layer_name" qualifiers= "const" >
<return type= "String" />
<argument index= "0" name= "layer" type= "int" />
<description >
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Returns a TileMap layer's name.
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</description>
</method>
<method name= "get_layer_y_sort_origin" qualifiers= "const" >
<return type= "int" />
<argument index= "0" name= "layer" type= "int" />
<description >
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Returns a TileMap layer's Y sort origin.
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</description>
</method>
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<method name= "get_layer_z_index" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "layer" type= "int" />
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<description >
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Returns a TileMap layer's Z-index value.
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</description>
</method>
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<method name= "get_layers_count" qualifiers= "const" >
<return type= "int" />
<description >
</description>
</method>
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<method name= "get_neighbor_cell" qualifiers= "const" >
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<return type= "Vector2i" />
<argument index= "0" name= "coords" type= "Vector2i" />
<argument index= "1" name= "neighbor" type= "int" enum= "TileSet.CellNeighbor" />
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<description >
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Returns the neighboring cell to the one at coordinates [code]coords[/code], indentified by the [code]neighbor[/code] direction. This method takes into account the different layouts a TileMap can take.
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</description>
</method>
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<method name= "get_pattern" >
<return type= "TileMapPattern" />
<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "coords_array" type= "Vector2i[]" />
<description >
Creates a new [TileMapPattern] from the given layer and set of cells.
</description>
</method>
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<method name= "get_surrounding_tiles" >
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<return type= "Vector2i[]" />
<argument index= "0" name= "coords" type= "Vector2i" />
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<description >
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Returns the list of all neighbourings cells to the one at [code]coords[/code]
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</description>
</method>
<method name= "get_used_cells" qualifiers= "const" >
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<return type= "Vector2i[]" />
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<argument index= "0" name= "layer" type= "int" />
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<description >
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Returns a [Vector2] 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.
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</description>
</method>
<method name= "get_used_rect" >
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<return type= "Rect2" />
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<description >
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Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.
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</description>
</method>
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<method name= "is_layer_enabled" qualifiers= "const" >
<return type= "bool" />
<argument index= "0" name= "layer" type= "int" />
<description >
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Returns if a layer is enabled.
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</description>
</method>
<method name= "is_layer_y_sort_enabled" qualifiers= "const" >
<return type= "bool" />
<argument index= "0" name= "layer" type= "int" />
<description >
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Returns if a layer Y-sorts its tiles.
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</description>
</method>
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<method name= "map_pattern" >
<return type= "Vector2i" />
<argument index= "0" name= "position_in_tilemap" type= "Vector2i" />
<argument index= "1" name= "coords_in_pattern" type= "Vector2i" />
<argument index= "2" name= "pattern" type= "TileMapPattern" />
<description >
Returns for the given coodinate [code]coords_in_pattern[/code] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [code]position_in_tilemap[/code] 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]
</description>
</method>
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<method name= "map_to_world" qualifiers= "const" >
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<return type= "Vector2" />
<argument index= "0" name= "map_position" type= "Vector2i" />
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<description >
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Returns the local position corresponding to the given tilemap (grid-based) coordinates.
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</description>
</method>
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<method name= "move_layer" >
<return type= "void" />
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<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "to_position" type= "int" />
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<description >
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Moves the layer at index [code]layer_index[/code] to the given position [code]to_position[/code] in the array.
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</description>
</method>
<method name= "remove_layer" >
<return type= "void" />
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<argument index= "0" name= "layer" type= "int" />
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<description >
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Moves the layer at index [code]layer_index[/code] to the given position [code]to_position[/code] in the array.
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</description>
</method>
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<method name= "set_cell" >
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<return type= "void" />
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<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "coords" type= "Vector2i" />
<argument index= "2" name= "source_id" type= "int" default= "-1" />
<argument index= "3" name= "atlas_coords" type= "Vector2i" default= "Vector2i(-1, -1)" />
<argument index= "4" name= "alternative_tile" type= "int" default= "-1" />
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<description >
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Sets the tile indentifiers for the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. Each tile of the [TileSet] is identified using three parts:
- The source indentifier [code]source_id[/code] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id],
- The atlas coordinates identifier [code]atlas_coords[/code] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]. For [TileSetScenesCollectionSource] it should be 0),
- The alternative tile identifier [code]alternative_tile[/code] identifies a tile alternative the source is a [TileSetAtlasSource], and the scene for a [TileSetScenesCollectionSource].
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</description>
</method>
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<method name= "set_cells_from_surrounding_terrains" >
<return type= "void" />
<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "cells" type= "Vector2i[]" />
<argument index= "2" name= "terrain_set" type= "int" />
<argument index= "3" name= "ignore_empty_terrains" type= "bool" default= "true" />
<description >
Updates all the cells in the [code]cells[/code] coordinates array and replace them by tiles that matches the surrounding cells terrains. Only cells form the given [code]terrain_set[/code] are considered.
If [code]ignore_empty_terrains[/code] is true, zones with no terrain defined are ignored to select the tiles.
</description>
</method>
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<method name= "set_layer_enabled" >
<return type= "void" />
<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "enabled" type= "bool" />
<description >
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Enables or disables the layer [code]layer[/code]. A disabled layer is not processed at all (no rendering, no physics, etc...).
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</description>
</method>
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<method name= "set_layer_modulate" >
<return type= "void" />
<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "enabled" type= "Color" />
<description >
Sets a layer's color. It will be multiplied by tile's color and TileMap's modulate.
</description>
</method>
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<method name= "set_layer_name" >
<return type= "void" />
<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "name" type= "String" />
<description >
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Sets a layer's name. This is mostly useful in the editor.
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</description>
</method>
<method name= "set_layer_y_sort_enabled" >
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<return type= "void" />
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<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "y_sort_enabled" type= "bool" />
<description >
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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 behvaior.
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</description>
</method>
<method name= "set_layer_y_sort_origin" >
<return type= "void" />
<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "y_sort_origin" type= "int" />
<description >
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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.
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</description>
</method>
<method name= "set_layer_z_index" >
<return type= "void" />
<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "z_index" type= "int" />
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<description >
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Sets a layers Z-index value. This Z-index is added to each tile's Z-index value.
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</description>
</method>
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<method name= "set_pattern" >
<return type= "void" />
<argument index= "0" name= "layer" type= "int" />
<argument index= "1" name= "position" type= "Vector2i" />
<argument index= "2" name= "pattern" type= "TileMapPattern" />
<description >
Paste the given [TileMapPattern] at the given [code]position[/code] and [code]layer[/code] in the tile map.
</description>
</method>
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<method name= "world_to_map" qualifiers= "const" >
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<return type= "Vector2i" />
<argument index= "0" name= "world_position" type= "Vector2" />
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<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_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= "collision_animatable" type= "bool" setter= "set_collision_animatable" getter= "is_collision_animatable" default= "false" >
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.
[b]Note:[/b] Enabling [code]collision_animatable[/code] may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.
</member>
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<member name= "collision_visibility_mode" type= "int" setter= "set_collision_visibility_mode" getter= "get_collision_visibility_mode" enum= "TileMap.VisibilityMode" default= "0" >
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Show or hide the TileMap's collision shapes. If set to [code]VISIBILITY_MODE_DEFAULT[/code], this depends on the show collision debug settings.
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</member>
<member name= "navigation_visibility_mode" type= "int" setter= "set_navigation_visibility_mode" getter= "get_navigation_visibility_mode" enum= "TileMap.VisibilityMode" default= "0" >
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Show or hide the TileMap's collision shapes. If set to [code]VISIBILITY_MODE_DEFAULT[/code], this depends on the show navigation debug settings.
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</member>
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<member name= "tile_set" type= "TileSet" setter= "set_tileset" getter= "get_tileset" >
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The assigned [TileSet].
</member>
</members>
<signals >
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<signal name= "changed" >
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<description >
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Emitted when the [TileSet] of this TileMap changes.
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</description>
</signal>
</signals>
<constants >
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<constant name= "VISIBILITY_MODE_DEFAULT" value= "0" enum= "VisibilityMode" >
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Use the debug settings to determine visibility.
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</constant>
<constant name= "VISIBILITY_MODE_FORCE_HIDE" value= "2" enum= "VisibilityMode" >
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Always hide.
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</constant>
<constant name= "VISIBILITY_MODE_FORCE_SHOW" value= "1" enum= "VisibilityMode" >
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Always show.
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</constant>
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</constants>
</class>