TileMapLayer

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Published: Sep 20, 2025 License: MIT Imports: 32 Imported by: 0

Documentation

Overview

Node for 2D tile-based maps. A TileMapLayer uses a TileSet which contain a list of tiles which are used to create grid-based maps. Unlike the TileMap node, which is deprecated, TileMapLayer has only one layer of tiles. You can use several TileMapLayer to achieve the same result as a TileMap node.

For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a TileSetScenesCollectionSource are initialized after their parent. This is only queued when inside the scene tree.

To force an update earlier on, call UpdateInternals.

Note: For performance and compatibility reasons, the coordinates serialized by TileMapLayer 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

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 Any

type Any interface {
	gd.IsClass
	AsTileMapLayer() Instance
}

type DebugVisibilityMode

type DebugVisibilityMode int //gd:TileMapLayer.DebugVisibilityMode
const (
	// Hide the collisions or navigation debug shapes in the editor, and use the debug settings to determine their visibility in game (i.e. [SceneTree.DebugCollisionsHint] or [SceneTree.DebugNavigationHint]).
	//
	// [SceneTree.DebugCollisionsHint]: https://pkg.go.dev/graphics.gd/classdb/SceneTree#Instance.DebugCollisionsHint
	// [SceneTree.DebugNavigationHint]: https://pkg.go.dev/graphics.gd/classdb/SceneTree#Instance.DebugNavigationHint
	DebugVisibilityModeDefault DebugVisibilityMode = 0
	// Always hide the collisions or navigation debug shapes.
	DebugVisibilityModeForceHide DebugVisibilityMode = 2
	// Always show the collisions or navigation debug shapes.
	DebugVisibilityModeForceShow DebugVisibilityMode = 1
)

type Expanded

type Expanded = MoreArgs

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

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

func (*Extension[T]) AsNode

func (self *Extension[T]) AsNode() Node.Instance

func (*Extension[T]) AsNode2D

func (self *Extension[T]) AsNode2D() Node2D.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsTileMapLayer

func (self *Extension[T]) AsTileMapLayer() Instance

type ID

type ID Object.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.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Implementation

type Implementation = implementation

Implementation implements Interface with empty methods.

type Instance

type Instance [1]gdclass.TileMapLayer

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 New

func New() Instance

func (Instance) AsCanvasItem

func (self Instance) AsCanvasItem() CanvasItem.Instance

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsNode2D

func (self Instance) AsNode2D() Node2D.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsTileMapLayer

func (self Instance) AsTileMapLayer() Instance

func (Instance) Clear

func (self Instance) Clear()

Clears all cells.

func (Instance) CollisionEnabled

func (self Instance) CollisionEnabled() bool

Enable or disable collisions.

func (Instance) CollisionVisibilityMode

func (self Instance) CollisionVisibilityMode() DebugVisibilityMode

Show or hide the TileMapLayer's collision shapes. If set to DebugVisibilityModeDefault, this depends on the show collision debug settings.

func (Instance) Enabled

func (self Instance) Enabled() bool

If false, disables this TileMapLayer completely (rendering, collision, navigation, scene tiles, etc.)

func (Instance) EraseCell

func (self Instance) EraseCell(coords Vector2i.XY)

Erases the cell at coordinates 'coords'.

func (Instance) FixInvalidTiles

func (self Instance) FixInvalidTiles()

Clears cells containing tiles that do not exist in the TileSet.

func (Instance) GetCellAlternativeTile

func (self Instance) GetCellAlternativeTile(coords Vector2i.XY) int

Returns the tile alternative ID of the cell at coordinates 'coords'.

func (Instance) GetCellAtlasCoords

func (self Instance) GetCellAtlasCoords(coords Vector2i.XY) Vector2i.XY

Returns the tile atlas coordinates ID of the cell at coordinates 'coords'. Returns Vector2i(-1, -1) if the cell does not exist.

func (Instance) GetCellSourceId

func (self Instance) GetCellSourceId(coords Vector2i.XY) int

Returns the tile source ID of the cell at coordinates 'coords'. Returns -1 if the cell does not exist.

func (Instance) GetCellTileData

func (self Instance) GetCellTileData(coords Vector2i.XY) TileData.Instance

Returns the TileData object associated with the given cell, or null if the cell does not exist or is not a TileSetAtlasSource.

GetClickedTilePower := func() int {
	var clickedCell = tileMapLayer.LocalToMap(tileMapLayer.AsCanvasItem().GetLocalMousePosition())
	var data = tileMapLayer.GetCellTileData(clickedCell)
	if data != TileData.Nil {
		return data.GetCustomData("power").(int)
	} else {
		return 0
	}
}

func (Instance) GetCoordsForBodyRid

func (self Instance) GetCoordsForBodyRid(body RID.Body2D) Vector2i.XY

Returns the coordinates of the physics quadrant (see PhysicsQuadrantSize) for given physics body Resource.ID. Such an Resource.ID can be retrieved from KinematicCollision2D.GetColliderRid, when colliding with a tile.

func (Instance) GetNavigationMap

func (self Instance) GetNavigationMap() RID.NavigationMap2D

Returns the Resource.ID of the NavigationServer2D navigation used by this TileMapLayer.

By default this returns the default World2D navigation map, unless a custom map was provided using SetNavigationMap.

func (Instance) GetNeighborCell

func (self Instance) GetNeighborCell(coords Vector2i.XY, neighbor TileSet.CellNeighbor) Vector2i.XY

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

func (self Instance) GetPattern(coords_array []Vector2i.XY) TileMapPattern.Instance

Creates and returns a new TileMapPattern from the given array of cells. See also SetPattern.

func (Instance) GetSurroundingCells

func (self Instance) GetSurroundingCells(coords Vector2i.XY) []Vector2i.XY

Returns the list of all neighboring cells to the one at 'coords'. Any neighboring cell is one that is touching edges, so for a square cell 4 cells would be returned, for a hexagon 6 cells are returned.

func (Instance) GetUsedCells

func (self Instance) GetUsedCells() []Vector2i.XY

Returns a Vector2i.XY array with the positions of all cells containing a tile. A cell is considered empty if its source identifier equals -1, its atlas coordinate identifier is Vector2(-1, -1) and its alternative identifier is -1.

func (Instance) GetUsedCellsById

func (self Instance) GetUsedCellsById() []Vector2i.XY

Returns a Vector2i.XY array with the positions of all cells containing a tile. 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 values, this method returns the same result as GetUsedCells.

A cell is considered empty if its source identifier equals -1, its atlas coordinate identifier is Vector2(-1, -1) and its alternative identifier is -1.

func (Instance) GetUsedRect

func (self Instance) GetUsedRect() Rect2i.PositionSize

Returns a rectangle enclosing the used (non-empty) tiles of the map.

func (Instance) HasBodyRid

func (self Instance) HasBodyRid(body RID.Body2D) bool

Returns whether the provided 'body' Resource.ID belongs to one of this TileMapLayer's cells.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) IsCellFlippedH

func (self Instance) IsCellFlippedH(coords Vector2i.XY) bool

Returns true if the cell at coordinates 'coords' is flipped horizontally. The result is valid only for atlas sources.

func (Instance) IsCellFlippedV

func (self Instance) IsCellFlippedV(coords Vector2i.XY) bool

Returns true if the cell at coordinates 'coords' is flipped vertically. The result is valid only for atlas sources.

func (Instance) IsCellTransposed

func (self Instance) IsCellTransposed(coords Vector2i.XY) bool

Returns true if the cell at coordinates 'coords' is transposed. The result is valid only for atlas sources.

func (Instance) LocalToMap

func (self Instance) LocalToMap(local_position Vector2.XY) Vector2i.XY

Returns the map coordinates of the cell containing the given 'local_position'. If 'local_position' is in global coordinates, consider using Node2D.ToLocal before passing it to this method. See also 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 coordinates 'coords_in_pattern' in a TileMapPattern the corresponding cell coordinates if the pattern was pasted at the 'position_in_tilemap' coordinates (see 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

func (self Instance) MapToLocal(map_position Vector2i.XY) Vector2.XY

Returns the centered position of a cell in the TileMapLayer's local coordinate space. To convert the returned value into global coordinates, use Node2D.ToGlobal. See also LocalToMap.

Note: This may not correspond to the visual position of the tile, i.e. it ignores the TileData.TextureOrigin property of individual tiles.

func (Instance) MoreArgs

func (self Instance) MoreArgs() MoreArgs

MoreArgs enables certain functions to be called with additional 'optional' arguments.

func (Instance) NavigationEnabled

func (self Instance) NavigationEnabled() bool

If true, navigation regions are enabled.

func (Instance) NavigationVisibilityMode

func (self Instance) NavigationVisibilityMode() DebugVisibilityMode

Show or hide the TileMapLayer's navigation meshes. If set to DebugVisibilityModeDefault, this depends on the show navigation debug settings.

func (Instance) NotifyRuntimeTileDataUpdate

func (self Instance) NotifyRuntimeTileDataUpdate()

Notifies the TileMapLayer node that calls to UseTileDataRuntimeUpdate or TileDataRuntimeUpdate will lead to different results. This will thus trigger a TileMapLayer update.

Warning: Updating the TileMapLayer 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 TileMapLayer, the update will be done at the end of the frame as usual (unless you call UpdateInternals).

func (Instance) OcclusionEnabled

func (self Instance) OcclusionEnabled() bool

Enable or disable light occlusion.

func (Instance) OnChanged

func (self Instance) OnChanged(cb func(), flags ...Signal.Flags)

Emitted when this TileMapLayer's properties changes. This includes modified cells, properties, or changes made to its assigned TileSet.

Note: This signal may be emitted very often when batch-modifying a TileMapLayer. Avoid executing complex processing in a connected function, and consider delaying it to the end of the frame instead (i.e. calling Object.CallDeferred).

func (Instance) PhysicsQuadrantSize

func (self Instance) PhysicsQuadrantSize() int

The TileMapLayer's physics quadrant size. Within a physics quadrant, cells with similar physics properties are grouped together and their collision shapes get merged. PhysicsQuadrantSize defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together 16 * 16 = 256 tiles.

Note: As quadrants are created according to the map's coordinate system, the quadrant's "square shape" might not look like square in the TileMapLayer's local coordinate system.

Note: This impacts the value returned by GetCoordsForBodyRid.

func (Instance) RenderingQuadrantSize

func (self Instance) RenderingQuadrantSize() int

The TileMapLayer's rendering quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. RenderingQuadrantSize defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together 16 * 16 = 256 tiles.

The quadrant size does not apply on a Y-sorted TileMapLayer, as tiles are grouped by Y position instead in that case.

Note: As quadrants are created according to the map's coordinate system, the quadrant's "square shape" might not look like square in the TileMapLayer's local coordinate system.

func (Instance) SetCell

func (self Instance) SetCell(coords Vector2i.XY)

Sets the tile identifiers for the cell at coordinates 'coords'. Each tile of the TileSet is identified using three parts:

- The source identifier 'source_id' identifies a TileSetSource identifier. See TileSet.SetSourceId,

- The atlas coordinate identifier 'atlas_coords' identifies a tile coordinates in the atlas (if the source is a TileSetAtlasSource). For 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 TileSetAtlasSource), and the scene for a 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.

func (Instance) SetCellsTerrainConnect

func (self Instance) SetCellsTerrainConnect(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.

Note: To work correctly, this method requires the TileMapLayer'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(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.

Note: To work correctly, this method requires the TileMapLayer's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.

func (Instance) SetCollisionEnabled

func (self Instance) SetCollisionEnabled(value bool)

SetCollisionEnabled sets the property returned by [IsCollisionEnabled].

func (Instance) SetCollisionVisibilityMode

func (self Instance) SetCollisionVisibilityMode(value DebugVisibilityMode)

SetCollisionVisibilityMode sets the property returned by [GetCollisionVisibilityMode].

func (Instance) SetEnabled

func (self Instance) SetEnabled(value bool)

SetEnabled sets the property returned by [IsEnabled].

func (Instance) SetNavigationEnabled

func (self Instance) SetNavigationEnabled(value bool)

SetNavigationEnabled sets the property returned by [IsNavigationEnabled].

func (Instance) SetNavigationMap

func (self Instance) SetNavigationMap(map_ RID.NavigationMap2D)

Sets a custom 'map' as a NavigationServer2D navigation map. If not set, uses the default World2D navigation map instead.

func (Instance) SetNavigationVisibilityMode

func (self Instance) SetNavigationVisibilityMode(value DebugVisibilityMode)

SetNavigationVisibilityMode sets the property returned by [GetNavigationVisibilityMode].

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetOcclusionEnabled

func (self Instance) SetOcclusionEnabled(value bool)

SetOcclusionEnabled sets the property returned by [IsOcclusionEnabled].

func (Instance) SetPattern

func (self Instance) SetPattern(position Vector2i.XY, pattern TileMapPattern.Instance)

Pastes the TileMapPattern at the given 'position' in the tile map. See also GetPattern.

func (Instance) SetPhysicsQuadrantSize

func (self Instance) SetPhysicsQuadrantSize(value int)

SetPhysicsQuadrantSize sets the property returned by [GetPhysicsQuadrantSize].

func (Instance) SetRenderingQuadrantSize

func (self Instance) SetRenderingQuadrantSize(value int)

SetRenderingQuadrantSize sets the property returned by [GetRenderingQuadrantSize].

func (Instance) SetTileMapData

func (self Instance) SetTileMapData(value []byte)

SetTileMapData sets the property returned by [GetTileMapDataAsArray].

func (Instance) SetTileSet

func (self Instance) SetTileSet(value TileSet.Instance)

SetTileSet sets the property returned by [GetTileSet].

func (Instance) SetUseKinematicBodies

func (self Instance) SetUseKinematicBodies(value bool)

SetUseKinematicBodies sets the property returned by [IsUsingKinematicBodies].

func (Instance) SetXDrawOrderReversed

func (self Instance) SetXDrawOrderReversed(value bool)

SetXDrawOrderReversed sets the property returned by [IsXDrawOrderReversed].

func (Instance) SetYSortOrigin

func (self Instance) SetYSortOrigin(value int)

SetYSortOrigin sets the property returned by [GetYSortOrigin].

func (Instance) TileMapData

func (self Instance) TileMapData() []byte

The raw tile map data as a byte array.

func (Instance) TileSet

func (self Instance) TileSet() TileSet.Instance

The TileSet used by this layer. The textures, collisions, and additional behavior of all available tiles are stored here.

func (Instance) UpdateInternals

func (self Instance) UpdateInternals()

Triggers a direct update of the TileMapLayer. Usually, calling this function is not needed, as TileMapLayer 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 TileMapLayer to update right away instead.

Warning: Updating the TileMapLayer is computationally expensive and may impact performance. Try to limit the number of updates and how many tiles they impact.

func (Instance) UseKinematicBodies

func (self Instance) UseKinematicBodies() bool

If true, this TileMapLayer collision shapes will be instantiated as kinematic bodies. This can be needed for moving TileMapLayer nodes (i.e. moving platforms).

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

func (Instance) XDrawOrderReversed

func (self Instance) XDrawOrderReversed() bool

If CanvasItem.YSortEnabled is enabled, setting this to true will reverse the order the tiles are drawn on the X-axis.

func (Instance) YSortOrigin

func (self Instance) YSortOrigin() int

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. This can be useful for top-down view games.

type Interface

type Interface interface {
	// Should return true if the tile at coordinates 'coords' requires a runtime update.
	//
	// Warning: Make sure this function only returns 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 change, use [NotifyRuntimeTileDataUpdate] to notify the [TileMapLayer] it needs an update.
	//
	// [NotifyRuntimeTileDataUpdate]: https://pkg.go.dev/graphics.gd/classdb/TileMapLayer#Instance.NotifyRuntimeTileDataUpdate
	// [TileMapLayer]: https://pkg.go.dev/graphics.gd/classdb/TileMapLayer
	UseTileDataRuntimeUpdate(coords Vector2i.XY) bool
	// Called with a [TileData] object about to be used internally by the [TileMapLayer], allowing its modification at runtime.
	//
	// This method is only called if [UseTileDataRuntimeUpdate] is implemented and returns true for the given tile 'coords'.
	//
	// 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 [NotifyRuntimeTileDataUpdate] to notify the [TileMapLayer] it needs an update.
	//
	// [NotifyRuntimeTileDataUpdate]: https://pkg.go.dev/graphics.gd/classdb/TileMapLayer#Instance.NotifyRuntimeTileDataUpdate
	// [TileData]: https://pkg.go.dev/graphics.gd/classdb/TileData
	// [TileMapLayer]: https://pkg.go.dev/graphics.gd/classdb/TileMapLayer
	// [UseTileDataRuntimeUpdate]: https://pkg.go.dev/graphics.gd/classdb/TileMapLayer#Interface
	TileDataRuntimeUpdate(coords Vector2i.XY, tile_data TileData.Instance)
	// Called when this [TileMapLayer]'s cells need an internal update. This update may be caused from individual cells being modified or by a change in the [TileSet] (causing all cells to be queued for an update). The first call to this function is always for initializing all the [TileMapLayer]'s cells. 'coords' contains the coordinates of all modified cells, roughly in the order they were modified. 'forced_cleanup' is true when the [TileMapLayer]'s internals should be fully cleaned up. This is the case when:
	//
	// - The layer is disabled;
	//
	// - The layer is not visible;
	//
	// - [TileSet] is set to null;
	//
	// - The node is removed from the tree;
	//
	// - The node is freed.
	//
	// Note that any internal update happening while one of these conditions is verified is considered to be a "cleanup". See also [UpdateInternals].
	//
	// Warning: Implementing this method may degrade the [TileMapLayer]'s performance.
	//
	// [TileMapLayer]: https://pkg.go.dev/graphics.gd/classdb/TileMapLayer
	// [TileSet]: https://pkg.go.dev/graphics.gd/classdb/TileMapLayer#Instance.TileSet
	// [UpdateInternals]: https://pkg.go.dev/graphics.gd/classdb/TileMapLayer#Instance.UpdateInternals
	UpdateCells(coords []Vector2i.XY, forced_cleanup bool)
}

type MoreArgs

type MoreArgs [1]gdclass.TileMapLayer

MoreArgs is a container for Instance functions with additional 'optional' arguments.

func (MoreArgs) GetUsedCellsById

func (self MoreArgs) GetUsedCellsById(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. 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 values, this method returns the same result as GetUsedCells.

A cell is considered empty if its source identifier equals -1, its atlas coordinate identifier is Vector2(-1, -1) and its alternative identifier is -1.

func (MoreArgs) SetCell

func (self MoreArgs) SetCell(coords Vector2i.XY, source_id int, atlas_coords Vector2i.XY, alternative_tile int)

Sets the tile identifiers for the cell at coordinates 'coords'. Each tile of the TileSet is identified using three parts:

- The source identifier 'source_id' identifies a TileSetSource identifier. See TileSet.SetSourceId,

- The atlas coordinate identifier 'atlas_coords' identifies a tile coordinates in the atlas (if the source is a TileSetAtlasSource). For 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 TileSetAtlasSource), and the scene for a 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.

func (MoreArgs) SetCellsTerrainConnect

func (self MoreArgs) SetCellsTerrainConnect(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.

Note: To work correctly, this method requires the TileMapLayer's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.

func (MoreArgs) SetCellsTerrainPath

func (self MoreArgs) SetCellsTerrainPath(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.

Note: To work correctly, this method requires the TileMapLayer's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.

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