Node for 2D tile-based maps.
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.
https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html
https://godotengine.org/asset-library/asset/120
https://godotengine.org/asset-library/asset/112
https://godotengine.org/asset-library/asset/111
https://godotengine.org/asset-library/asset/519
https://godotengine.org/asset-library/asset/520
https://godotengine.org/asset-library/asset/113
Clears all cells.
Clears cells that do not exist in the tileset.
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]).
Returns a rectangle enclosing the used (non-empty) tiles of the map.
Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.
Returns the tilemap (grid-based) coordinates corresponding to the given local position.
The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
The assigned [TileSet].