Documentation
¶
Overview ¶
Node for 2D tile-based maps. Tilemaps use a graphics.gd/classdb/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 graphics.gd/classdb/TileSetScenesCollectionSource may be initialized after their parent. This is only queued when inside the scene tree.
To force an update earlier on, call Instance.UpdateInternals.
Note: For performance and compatibility reasons, the coordinates serialized by graphics.gd/classdb/TileMap are limited to 16-bit signed integers, i.e. the range for X and Y coordinates is from -32768 to 32767. When saving tile data, tiles outside this range are wrapped.
Index ¶
- type Advanced
- type Any
- type Expanded
- func (self Expanded) ForceUpdate(layer int)
- func (self Expanded) GetCellAlternativeTile(layer int, coords Vector2i.XY, use_proxies bool) int
- func (self Expanded) GetCellAtlasCoords(layer int, coords Vector2i.XY, use_proxies bool) Vector2i.XY
- func (self Expanded) GetCellSourceId(layer int, coords Vector2i.XY, use_proxies bool) int
- func (self Expanded) GetCellTileData(layer int, coords Vector2i.XY, use_proxies bool) TileData.Instance
- func (self Expanded) GetUsedCellsById(layer int, source_id int, atlas_coords Vector2i.XY, alternative_tile int) []Vector2i.XY
- func (self Expanded) IsCellFlippedH(layer int, coords Vector2i.XY, use_proxies bool) bool
- func (self Expanded) IsCellFlippedV(layer int, coords Vector2i.XY, use_proxies bool) bool
- func (self Expanded) IsCellTransposed(layer int, coords Vector2i.XY, use_proxies bool) bool
- func (self Expanded) NotifyRuntimeTileDataUpdate(layer int)
- func (self Expanded) SetCell(layer int, coords Vector2i.XY, source_id int, atlas_coords Vector2i.XY, ...)
- func (self Expanded) SetCellsTerrainConnect(layer int, cells []Vector2i.XY, terrain_set int, terrain int, ...)
- func (self Expanded) SetCellsTerrainPath(layer int, path []Vector2i.XY, terrain_set int, terrain int, ...)
- type Extension
- type ID
- type Implementation
- type Instance
- func (self Instance) AddLayer(to_position int)
- func (self Instance) AsCanvasItem() CanvasItem.Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsNode2D() Node2D.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsTileMap() Instance
- func (self Instance) Clear()
- func (self Instance) ClearLayer(layer int)
- func (self Instance) CollisionAnimatable() bool
- func (self Instance) CollisionVisibilityMode() VisibilityMode
- func (self Instance) EraseCell(layer int, coords Vector2i.XY)
- func (self Instance) FixInvalidTiles()
- func (self Instance) ForceUpdate()
- func (self Instance) GetCellAlternativeTile(layer int, coords Vector2i.XY) int
- func (self Instance) GetCellAtlasCoords(layer int, coords Vector2i.XY) Vector2i.XY
- func (self Instance) GetCellSourceId(layer int, coords Vector2i.XY) int
- func (self Instance) GetCellTileData(layer int, coords Vector2i.XY) TileData.Instance
- func (self Instance) GetCoordsForBodyRid(body RID.Body2D) Vector2i.XY
- func (self Instance) GetLayerForBodyRid(body RID.Body2D) int
- func (self Instance) GetLayerModulate(layer int) Color.RGBA
- func (self Instance) GetLayerName(layer int) string
- func (self Instance) GetLayerNavigationMap(layer int) RID.NavigationMap2D
- func (self Instance) GetLayerYSortOrigin(layer int) int
- func (self Instance) GetLayerZIndex(layer int) int
- func (self Instance) GetLayersCount() int
- func (self Instance) GetNavigationMap(layer int) RID.NavigationMap2D
- func (self Instance) GetNeighborCell(coords Vector2i.XY, neighbor TileSet.CellNeighbor) Vector2i.XY
- func (self Instance) GetPattern(layer int, coords_array []Vector2i.XY) TileMapPattern.Instance
- func (self Instance) GetSurroundingCells(coords Vector2i.XY) []Vector2i.XY
- func (self Instance) GetUsedCells(layer int) []Vector2i.XY
- func (self Instance) GetUsedCellsById(layer int) []Vector2i.XY
- func (self Instance) GetUsedRect() Rect2i.PositionSize
- func (self Instance) ID() ID
- func (self Instance) IsCellFlippedH(layer int, coords Vector2i.XY) bool
- func (self Instance) IsCellFlippedV(layer int, coords Vector2i.XY) bool
- func (self Instance) IsCellTransposed(layer int, coords Vector2i.XY) bool
- func (self Instance) IsLayerEnabled(layer int) bool
- func (self Instance) IsLayerNavigationEnabled(layer int) bool
- func (self Instance) IsLayerYSortEnabled(layer int) bool
- func (self Instance) LocalToMap(local_position Vector2.XY) Vector2i.XY
- func (self Instance) MapPattern(position_in_tilemap Vector2i.XY, coords_in_pattern Vector2i.XY, ...) Vector2i.XY
- func (self Instance) MapToLocal(map_position Vector2i.XY) Vector2.XY
- func (self Instance) MoveLayer(layer int, to_position int)
- func (self Instance) NavigationVisibilityMode() VisibilityMode
- func (self Instance) NotifyRuntimeTileDataUpdate()
- func (self Instance) OnChanged(cb func(), flags ...Signal.Flags)
- func (self Instance) RemoveLayer(layer int)
- func (self Instance) RenderingQuadrantSize() int
- func (self Instance) SetCell(layer int, coords Vector2i.XY)
- func (self Instance) SetCellsTerrainConnect(layer int, cells []Vector2i.XY, terrain_set int, terrain int)
- func (self Instance) SetCellsTerrainPath(layer int, path []Vector2i.XY, terrain_set int, terrain int)
- func (self Instance) SetCollisionAnimatable(value bool)
- func (self Instance) SetCollisionVisibilityMode(value VisibilityMode)
- func (self Instance) SetLayerEnabled(layer int, enabled bool)
- func (self Instance) SetLayerModulate(layer int, modulate Color.RGBA)
- func (self Instance) SetLayerName(layer int, name string)
- func (self Instance) SetLayerNavigationEnabled(layer int, enabled bool)
- func (self Instance) SetLayerNavigationMap(layer int, map_ RID.NavigationMap2D)
- func (self Instance) SetLayerYSortEnabled(layer int, y_sort_enabled bool)
- func (self Instance) SetLayerYSortOrigin(layer int, y_sort_origin int)
- func (self Instance) SetLayerZIndex(layer int, z_index int)
- func (self Instance) SetNavigationMap(layer int, map_ RID.NavigationMap2D)
- func (self Instance) SetNavigationVisibilityMode(value VisibilityMode)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetPattern(layer int, position Vector2i.XY, pattern TileMapPattern.Instance)
- func (self Instance) SetRenderingQuadrantSize(value int)
- func (self Instance) SetTileSet(value TileSet.Instance)
- func (self Instance) TileSet() TileSet.Instance
- func (self Instance) UpdateInternals()
- func (self Instance) Virtual(name string) reflect.Value
- type Interface
- type VisibilityMode
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Expanded ¶
func (Expanded) ForceUpdate ¶
Forces the TileMap and the layer 'layer' to update.
func (Expanded) GetCellAlternativeTile ¶
Returns the tile alternative ID of the cell on layer 'layer' at 'coords'.
If 'use_proxies' is false, ignores the graphics.gd/classdb/TileSet's tile proxies, returning the raw alternative identifier. See graphics.gd/classdb/TileSet.Instance.MapTileProxy.
If 'layer' is negative, the layers are accessed from the last one.
func (Expanded) GetCellAtlasCoords ¶
func (self Expanded) GetCellAtlasCoords(layer int, coords Vector2i.XY, use_proxies bool) Vector2i.XY
Returns the tile atlas coordinates ID of the cell on layer 'layer' at coordinates 'coords'. Returns Vector2i(-1, -1) if the cell does not exist.
If 'use_proxies' is false, ignores the graphics.gd/classdb/TileSet's tile proxies, returning the raw atlas coordinate identifier. See graphics.gd/classdb/TileSet.Instance.MapTileProxy.
If 'layer' is negative, the layers are accessed from the last one.
func (Expanded) GetCellSourceId ¶
Returns the tile source ID of the cell on layer 'layer' at coordinates 'coords'. Returns -1 if the cell does not exist.
If 'use_proxies' is false, ignores the graphics.gd/classdb/TileSet's tile proxies, returning the raw source identifier. See graphics.gd/classdb/TileSet.Instance.MapTileProxy.
If 'layer' is negative, the layers are accessed from the last one.
func (Expanded) GetCellTileData ¶
func (self Expanded) GetCellTileData(layer int, coords Vector2i.XY, use_proxies bool) TileData.Instance
Returns the graphics.gd/classdb/TileData object associated with the given cell, or null if the cell does not exist or is not a graphics.gd/classdb/TileSetAtlasSource.
If 'layer' is negative, the layers are accessed from the last one.
If 'use_proxies' is false, ignores the graphics.gd/classdb/TileSet's tile proxies. See graphics.gd/classdb/TileSet.Instance.MapTileProxy.
func (Expanded) GetUsedCellsById ¶
func (self Expanded) GetUsedCellsById(layer int, source_id int, atlas_coords Vector2i.XY, alternative_tile int) []Vector2i.XY
Returns a [Vector2i.XY] array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source ('source_id'), their atlas coordinates ('atlas_coords') or alternative id ('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 Instance.GetUsedCells.
A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is Vector2(-1, -1) and its alternative identifier is -1.
If 'layer' is negative, the layers are accessed from the last one.
func (Expanded) IsCellFlippedH ¶
Returns true if the cell on layer 'layer' at coordinates 'coords' is flipped horizontally. The result is valid only for atlas sources.
func (Expanded) IsCellFlippedV ¶
Returns true if the cell on layer 'layer' at coordinates 'coords' is flipped vertically. The result is valid only for atlas sources.
func (Expanded) IsCellTransposed ¶
Returns true if the cell on layer 'layer' at coordinates 'coords' is transposed. The result is valid only for atlas sources.
func (Expanded) NotifyRuntimeTileDataUpdate ¶
Notifies the TileMap node that calls to [Interface.UseTileDataRuntimeUpdate] or [Interface.TileDataRuntimeUpdate] will lead to different results. This will thus trigger a TileMap update.
If 'layer' is provided, only notifies changes for the given layer. Providing the 'layer' argument (when applicable) is usually preferred for performance reasons.
Warning: Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of calls to this function to avoid unnecessary update.
Note: 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 Instance.UpdateInternals).
func (Expanded) SetCell ¶
func (self Expanded) SetCell(layer int, coords Vector2i.XY, source_id int, atlas_coords Vector2i.XY, alternative_tile int)
Sets the tile identifiers for the cell on layer 'layer' at coordinates 'coords'. Each tile of the graphics.gd/classdb/TileSet is identified using three parts:
- The source identifier 'source_id' identifies a graphics.gd/classdb/TileSetSource identifier. See graphics.gd/classdb/TileSet.Instance.SetSourceId,
- The atlas coordinates identifier 'atlas_coords' identifies a tile coordinates in the atlas (if the source is a graphics.gd/classdb/TileSetAtlasSource). For graphics.gd/classdb/TileSetScenesCollectionSource it should always be Vector2i(0, 0)),
- The alternative tile identifier 'alternative_tile' identifies a tile alternative in the atlas (if the source is a graphics.gd/classdb/TileSetAtlasSource), and the scene for a graphics.gd/classdb/TileSetScenesCollectionSource.
If 'source_id' is set to -1, 'atlas_coords' to Vector2i(-1, -1) or 'alternative_tile' to -1, the cell will be erased. An erased cell gets all its identifiers automatically set to their respective invalid values, namely -1, Vector2i(-1, -1) and -1.
If 'layer' is negative, the layers are accessed from the last one.
func (Expanded) SetCellsTerrainConnect ¶
func (self Expanded) SetCellsTerrainConnect(layer int, cells []Vector2i.XY, terrain_set int, terrain int, ignore_empty_terrains bool)
Update all the cells in the 'cells' coordinates array so that they use the given 'terrain' for the given '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 'ignore_empty_terrains' is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
If 'layer' is negative, the layers are accessed from the last one.
Note: 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.
func (Expanded) SetCellsTerrainPath ¶
func (self Expanded) SetCellsTerrainPath(layer int, path []Vector2i.XY, terrain_set int, terrain int, ignore_empty_terrains bool)
Update all the cells in the 'path' coordinates array so that they use the given 'terrain' for the given '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 'ignore_empty_terrains' is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
If 'layer' is negative, the layers are accessed from the last one.
Note: 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.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this [Extension]See Interface for methods that can be overridden by T.
func (*Extension[T]) AsCanvasItem ¶
func (self *Extension[T]) AsCanvasItem() CanvasItem.Instance
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type Instance ¶
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddLayer ¶
Adds a layer at the given position 'to_position' in the array. If 'to_position' is negative, the position is counted from the end, with -1 adding the layer at the end of the array.
func (Instance) AsCanvasItem ¶
func (self Instance) AsCanvasItem() CanvasItem.Instance
func (Instance) ClearLayer ¶
Clears all cells on the given layer.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) CollisionAnimatable ¶
func (Instance) CollisionVisibilityMode ¶
func (self Instance) CollisionVisibilityMode() VisibilityMode
func (Instance) EraseCell ¶
Erases the cell on layer 'layer' at coordinates 'coords'.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) FixInvalidTiles ¶
func (self Instance) FixInvalidTiles()
Clears cells that do not exist in the tileset.
func (Instance) ForceUpdate ¶
func (self Instance) ForceUpdate()
Forces the TileMap and the layer 'layer' to update.
func (Instance) GetCellAlternativeTile ¶
Returns the tile alternative ID of the cell on layer 'layer' at 'coords'.
If 'use_proxies' is false, ignores the graphics.gd/classdb/TileSet's tile proxies, returning the raw alternative identifier. See graphics.gd/classdb/TileSet.Instance.MapTileProxy.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) GetCellAtlasCoords ¶
Returns the tile atlas coordinates ID of the cell on layer 'layer' at coordinates 'coords'. Returns Vector2i(-1, -1) if the cell does not exist.
If 'use_proxies' is false, ignores the graphics.gd/classdb/TileSet's tile proxies, returning the raw atlas coordinate identifier. See graphics.gd/classdb/TileSet.Instance.MapTileProxy.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) GetCellSourceId ¶
Returns the tile source ID of the cell on layer 'layer' at coordinates 'coords'. Returns -1 if the cell does not exist.
If 'use_proxies' is false, ignores the graphics.gd/classdb/TileSet's tile proxies, returning the raw source identifier. See graphics.gd/classdb/TileSet.Instance.MapTileProxy.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) GetCellTileData ¶
Returns the graphics.gd/classdb/TileData object associated with the given cell, or null if the cell does not exist or is not a graphics.gd/classdb/TileSetAtlasSource.
If 'layer' is negative, the layers are accessed from the last one.
If 'use_proxies' is false, ignores the graphics.gd/classdb/TileSet's tile proxies. See graphics.gd/classdb/TileSet.Instance.MapTileProxy.
func (Instance) GetCoordsForBodyRid ¶
Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from graphics.gd/classdb/KinematicCollision2D.Instance.GetColliderRid, when colliding with a tile.
func (Instance) GetLayerForBodyRid ¶
Returns the tilemap layer of the tile for given physics body RID. Such RID can be retrieved from graphics.gd/classdb/KinematicCollision2D.Instance.GetColliderRid, when colliding with a tile.
func (Instance) GetLayerModulate ¶
Returns a TileMap layer's modulate.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) GetLayerName ¶
Returns a TileMap layer's name.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) GetLayerNavigationMap ¶
func (self Instance) GetLayerNavigationMap(layer int) RID.NavigationMap2D
Returns the [Resource.ID] of the graphics.gd/classdb/NavigationServer2D navigation map assigned to the specified TileMap layer 'layer'.
By default the TileMap uses the default graphics.gd/classdb/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 graphics.gd/classdb/NavigationAgent2D switch between TileMap layer navigation maps use graphics.gd/classdb/NavigationAgent2D.Instance.SetNavigationMap with the navigation map received from Instance.GetLayerNavigationMap.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) GetLayerYSortOrigin ¶
Returns a TileMap layer's Y sort origin.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) GetLayerZIndex ¶
Returns a TileMap layer's Z-index value.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) GetLayersCount ¶
Returns the number of layers in the TileMap.
func (Instance) GetNavigationMap ¶
func (self Instance) GetNavigationMap(layer int) RID.NavigationMap2D
Returns the [Resource.ID] of the graphics.gd/classdb/NavigationServer2D navigation map assigned to the specified TileMap layer 'layer'.
func (Instance) GetNeighborCell ¶
Returns the neighboring cell to the one at coordinates 'coords', identified by the 'neighbor' direction. This method takes into account the different layouts a TileMap can take.
func (Instance) GetPattern ¶
Creates a new graphics.gd/classdb/TileMapPattern from the given layer and set of cells.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) GetSurroundingCells ¶
Returns the list of all neighbourings cells to the one at 'coords'.
func (Instance) GetUsedCells ¶
Returns a [Vector2i.XY] 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 Vector2(-1, -1) and its alternative identifier is -1.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) GetUsedCellsById ¶
Returns a [Vector2i.XY] array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source ('source_id'), their atlas coordinates ('atlas_coords') or alternative id ('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 Instance.GetUsedCells.
A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is Vector2(-1, -1) and its alternative identifier is -1.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) GetUsedRect ¶
func (self Instance) GetUsedRect() Rect2i.PositionSize
Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.
func (Instance) IsCellFlippedH ¶
Returns true if the cell on layer 'layer' at coordinates 'coords' is flipped horizontally. The result is valid only for atlas sources.
func (Instance) IsCellFlippedV ¶
Returns true if the cell on layer 'layer' at coordinates 'coords' is flipped vertically. The result is valid only for atlas sources.
func (Instance) IsCellTransposed ¶
Returns true if the cell on layer 'layer' at coordinates 'coords' is transposed. The result is valid only for atlas sources.
func (Instance) IsLayerEnabled ¶
Returns if a layer is enabled.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) IsLayerNavigationEnabled ¶
Returns if a layer's built-in navigation regions generation is enabled.
func (Instance) IsLayerYSortEnabled ¶
Returns if a layer Y-sorts its tiles.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) LocalToMap ¶
Returns the map coordinates of the cell containing the given 'local_position'. If 'local_position' is in global coordinates, consider using graphics.gd/classdb/Node2D.Instance.ToLocal before passing it to this method. See also Instance.MapToLocal.
func (Instance) MapPattern ¶
func (self Instance) MapPattern(position_in_tilemap Vector2i.XY, coords_in_pattern Vector2i.XY, pattern TileMapPattern.Instance) Vector2i.XY
Returns for the given coordinate 'coords_in_pattern' in a graphics.gd/classdb/TileMapPattern the corresponding cell coordinates if the pattern was pasted at the 'position_in_tilemap' coordinates (see Instance.SetPattern). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating position_in_tile_map + coords_in_pattern.
func (Instance) MapToLocal ¶
Returns the centered position of a cell in the TileMap's local coordinate space. To convert the returned value into global coordinates, use graphics.gd/classdb/Node2D.Instance.ToGlobal. See also Instance.LocalToMap.
Note: This may not correspond to the visual position of the tile, i.e. it ignores the graphics.gd/classdb/TileData.Instance.TextureOrigin property of individual tiles.
func (Instance) MoveLayer ¶
Moves the layer at index 'layer' to the given position 'to_position' in the array.
func (Instance) NavigationVisibilityMode ¶
func (self Instance) NavigationVisibilityMode() VisibilityMode
func (Instance) NotifyRuntimeTileDataUpdate ¶
func (self Instance) NotifyRuntimeTileDataUpdate()
Notifies the TileMap node that calls to [Interface.UseTileDataRuntimeUpdate] or [Interface.TileDataRuntimeUpdate] will lead to different results. This will thus trigger a TileMap update.
If 'layer' is provided, only notifies changes for the given layer. Providing the 'layer' argument (when applicable) is usually preferred for performance reasons.
Warning: Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of calls to this function to avoid unnecessary update.
Note: 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 Instance.UpdateInternals).
func (Instance) RemoveLayer ¶
Removes the layer at index 'layer'.
func (Instance) RenderingQuadrantSize ¶
func (Instance) SetCell ¶
Sets the tile identifiers for the cell on layer 'layer' at coordinates 'coords'. Each tile of the graphics.gd/classdb/TileSet is identified using three parts:
- The source identifier 'source_id' identifies a graphics.gd/classdb/TileSetSource identifier. See graphics.gd/classdb/TileSet.Instance.SetSourceId,
- The atlas coordinates identifier 'atlas_coords' identifies a tile coordinates in the atlas (if the source is a graphics.gd/classdb/TileSetAtlasSource). For graphics.gd/classdb/TileSetScenesCollectionSource it should always be Vector2i(0, 0)),
- The alternative tile identifier 'alternative_tile' identifies a tile alternative in the atlas (if the source is a graphics.gd/classdb/TileSetAtlasSource), and the scene for a graphics.gd/classdb/TileSetScenesCollectionSource.
If 'source_id' is set to -1, 'atlas_coords' to Vector2i(-1, -1) or 'alternative_tile' to -1, the cell will be erased. An erased cell gets all its identifiers automatically set to their respective invalid values, namely -1, Vector2i(-1, -1) and -1.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) SetCellsTerrainConnect ¶
func (self Instance) SetCellsTerrainConnect(layer int, cells []Vector2i.XY, terrain_set int, terrain int)
Update all the cells in the 'cells' coordinates array so that they use the given 'terrain' for the given '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 'ignore_empty_terrains' is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
If 'layer' is negative, the layers are accessed from the last one.
Note: 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.
func (Instance) SetCellsTerrainPath ¶
func (self Instance) SetCellsTerrainPath(layer int, path []Vector2i.XY, terrain_set int, terrain int)
Update all the cells in the 'path' coordinates array so that they use the given 'terrain' for the given '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 'ignore_empty_terrains' is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
If 'layer' is negative, the layers are accessed from the last one.
Note: 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.
func (Instance) SetCollisionAnimatable ¶
func (Instance) SetCollisionVisibilityMode ¶
func (self Instance) SetCollisionVisibilityMode(value VisibilityMode)
func (Instance) SetLayerEnabled ¶
Enables or disables the layer 'layer'. A disabled layer is not processed at all (no rendering, no physics, etc.).
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) SetLayerModulate ¶
Sets a layer's color. It will be multiplied by tile's color and TileMap's modulate.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) SetLayerName ¶
Sets a layer's name. This is mostly useful in the editor.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) SetLayerNavigationEnabled ¶
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 graphics.gd/classdb/NavigationRegion2D node.
func (Instance) SetLayerNavigationMap ¶
func (self Instance) SetLayerNavigationMap(layer int, map_ RID.NavigationMap2D)
Assigns 'map' as a graphics.gd/classdb/NavigationServer2D navigation map for the specified TileMap layer 'layer'.
By default the TileMap uses the default graphics.gd/classdb/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 graphics.gd/classdb/NavigationAgent2D switch between TileMap layer navigation maps use graphics.gd/classdb/NavigationAgent2D.Instance.SetNavigationMap with the navigation map received from Instance.GetLayerNavigationMap.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) SetLayerYSortEnabled ¶
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 behavior.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) SetLayerYSortOrigin ¶
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.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) SetLayerZIndex ¶
Sets a layers Z-index value. This Z-index is added to each tile's Z-index value.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) SetNavigationMap ¶
func (self Instance) SetNavigationMap(layer int, map_ RID.NavigationMap2D)
Assigns 'map' as a graphics.gd/classdb/NavigationServer2D navigation map for the specified TileMap layer 'layer'.
func (Instance) SetNavigationVisibilityMode ¶
func (self Instance) SetNavigationVisibilityMode(value VisibilityMode)
func (Instance) SetPattern ¶
Paste the given graphics.gd/classdb/TileMapPattern at the given 'position' and 'layer' in the tile map.
If 'layer' is negative, the layers are accessed from the last one.
func (Instance) SetRenderingQuadrantSize ¶
func (Instance) SetTileSet ¶
func (Instance) UpdateInternals ¶
func (self Instance) UpdateInternals()
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.
Warning: Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of updates and how many tiles they impact.
type Interface ¶
type Interface interface { // Should return true if the tile at coordinates 'coords' on layer 'layer' requires a runtime update. // // Warning: Make sure this function only return true when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty. // // Note: If the result of this function should changed, use [Instance.NotifyRuntimeTileDataUpdate] to notify the TileMap it needs an update. UseTileDataRuntimeUpdate(layer int, coords Vector2i.XY) bool // Called with a TileData object about to be used internally by the TileMap, allowing its modification at runtime. // // This method is only called if [Interface.UseTileDataRuntimeUpdate] is implemented and returns true for the given tile 'coords' and 'layer'. // // Warning: The '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. // // Note: If the properties of 'tile_data' object should change over time, use [Instance.NotifyRuntimeTileDataUpdate] to notify the TileMap it needs an update. TileDataRuntimeUpdate(layer int, coords Vector2i.XY, tile_data TileData.Instance) }
type VisibilityMode ¶
type VisibilityMode int //gd:TileMap.VisibilityMode
const ( // Use the debug settings to determine visibility. VisibilityModeDefault VisibilityMode = 0 // Always hide. VisibilityModeForceHide VisibilityMode = 2 // Always show. VisibilityModeForceShow VisibilityMode = 1 )