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].