godot/doc/classes/TileMap.xml
2019-04-05 12:40:57 -03:00

350 lines
13 KiB
XML

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