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 ¶
- type Advanced
- type Any
- type DebugVisibilityMode
- type Expanded
- type Extension
- type ID
- type Implementation
- type Instance
- 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) AsTileMapLayer() Instance
- func (self Instance) Clear()
- func (self Instance) CollisionEnabled() bool
- func (self Instance) CollisionVisibilityMode() DebugVisibilityMode
- func (self Instance) Enabled() bool
- func (self Instance) EraseCell(coords Vector2i.XY)
- func (self Instance) FixInvalidTiles()
- func (self Instance) GetCellAlternativeTile(coords Vector2i.XY) int
- func (self Instance) GetCellAtlasCoords(coords Vector2i.XY) Vector2i.XY
- func (self Instance) GetCellSourceId(coords Vector2i.XY) int
- func (self Instance) GetCellTileData(coords Vector2i.XY) TileData.Instance
- func (self Instance) GetCoordsForBodyRid(body RID.Body2D) Vector2i.XY
- func (self Instance) GetNavigationMap() RID.NavigationMap2D
- func (self Instance) GetNeighborCell(coords Vector2i.XY, neighbor TileSet.CellNeighbor) Vector2i.XY
- func (self Instance) GetPattern(coords_array []Vector2i.XY) TileMapPattern.Instance
- func (self Instance) GetSurroundingCells(coords Vector2i.XY) []Vector2i.XY
- func (self Instance) GetUsedCells() []Vector2i.XY
- func (self Instance) GetUsedCellsById() []Vector2i.XY
- func (self Instance) GetUsedRect() Rect2i.PositionSize
- func (self Instance) HasBodyRid(body RID.Body2D) bool
- func (self Instance) ID() ID
- func (self Instance) IsCellFlippedH(coords Vector2i.XY) bool
- func (self Instance) IsCellFlippedV(coords Vector2i.XY) bool
- func (self Instance) IsCellTransposed(coords Vector2i.XY) 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) MoreArgs() MoreArgs
- func (self Instance) NavigationEnabled() bool
- func (self Instance) NavigationVisibilityMode() DebugVisibilityMode
- func (self Instance) NotifyRuntimeTileDataUpdate()
- func (self Instance) OcclusionEnabled() bool
- func (self Instance) OnChanged(cb func(), flags ...Signal.Flags)
- func (self Instance) PhysicsQuadrantSize() int
- func (self Instance) RenderingQuadrantSize() int
- func (self Instance) SetCell(coords Vector2i.XY)
- func (self Instance) SetCellsTerrainConnect(cells []Vector2i.XY, terrain_set int, terrain int)
- func (self Instance) SetCellsTerrainPath(path []Vector2i.XY, terrain_set int, terrain int)
- func (self Instance) SetCollisionEnabled(value bool)
- func (self Instance) SetCollisionVisibilityMode(value DebugVisibilityMode)
- func (self Instance) SetEnabled(value bool)
- func (self Instance) SetNavigationEnabled(value bool)
- func (self Instance) SetNavigationMap(map_ RID.NavigationMap2D)
- func (self Instance) SetNavigationVisibilityMode(value DebugVisibilityMode)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetOcclusionEnabled(value bool)
- func (self Instance) SetPattern(position Vector2i.XY, pattern TileMapPattern.Instance)
- func (self Instance) SetPhysicsQuadrantSize(value int)
- func (self Instance) SetRenderingQuadrantSize(value int)
- func (self Instance) SetTileMapData(value []byte)
- func (self Instance) SetTileSet(value TileSet.Instance)
- func (self Instance) SetUseKinematicBodies(value bool)
- func (self Instance) SetXDrawOrderReversed(value bool)
- func (self Instance) SetYSortOrigin(value int)
- func (self Instance) TileMapData() []byte
- func (self Instance) TileSet() TileSet.Instance
- func (self Instance) UpdateInternals()
- func (self Instance) UseKinematicBodies() bool
- func (self Instance) Virtual(name string) reflect.Value
- func (self Instance) XDrawOrderReversed() bool
- func (self Instance) YSortOrigin() int
- type Interface
- type MoreArgs
- func (self MoreArgs) GetUsedCellsById(source_id int, atlas_coords Vector2i.XY, alternative_tile int) []Vector2i.XY
- func (self MoreArgs) SetCell(coords Vector2i.XY, source_id int, atlas_coords Vector2i.XY, ...)
- func (self MoreArgs) SetCellsTerrainConnect(cells []Vector2i.XY, terrain_set int, terrain int, ignore_empty_terrains bool)
- func (self MoreArgs) SetCellsTerrainPath(path []Vector2i.XY, terrain_set int, terrain int, ignore_empty_terrains bool)
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 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 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
func (*Extension[T]) AsTileMapLayer ¶
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 ¶
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 (Instance) AsCanvasItem ¶
func (self Instance) AsCanvasItem() CanvasItem.Instance
func (Instance) AsTileMapLayer ¶
func (Instance) CollisionEnabled ¶
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 ¶
If false, disables this TileMapLayer completely (rendering, collision, navigation, scene tiles, etc.)
func (Instance) FixInvalidTiles ¶
func (self Instance) FixInvalidTiles()
Clears cells containing tiles that do not exist in the TileSet.
func (Instance) GetCellAlternativeTile ¶
Returns the tile alternative ID of the cell at coordinates 'coords'.
func (Instance) GetCellAtlasCoords ¶
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 ¶
Returns the tile source ID of the cell at coordinates 'coords'. Returns -1 if the cell does not exist.
func (Instance) GetCellTileData ¶
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 ¶
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 ¶
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 ¶
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 ¶
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 ¶
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 ¶
Returns whether the provided 'body' Resource.ID belongs to one of this TileMapLayer's cells.
func (Instance) IsCellFlippedH ¶
Returns true if the cell at coordinates 'coords' is flipped horizontally. The result is valid only for atlas sources.
func (Instance) IsCellFlippedV ¶
Returns true if the cell at coordinates 'coords' is flipped vertically. The result is valid only for atlas sources.
func (Instance) IsCellTransposed ¶
Returns true if the cell at coordinates 'coords' is transposed. The result is valid only for atlas sources.
func (Instance) LocalToMap ¶
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 ¶
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 ¶
MoreArgs enables certain functions to be called with additional 'optional' arguments.
func (Instance) NavigationEnabled ¶
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 ¶
Enable or disable light occlusion.
func (Instance) OnChanged ¶
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 ¶
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 ¶
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 ¶
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 ¶
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 ¶
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 ¶
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 ¶
SetEnabled sets the property returned by [IsEnabled].
func (Instance) SetNavigationEnabled ¶
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) SetOcclusionEnabled ¶
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 ¶
SetPhysicsQuadrantSize sets the property returned by [GetPhysicsQuadrantSize].
func (Instance) SetRenderingQuadrantSize ¶
SetRenderingQuadrantSize sets the property returned by [GetRenderingQuadrantSize].
func (Instance) SetTileMapData ¶
SetTileMapData sets the property returned by [GetTileMapDataAsArray].
func (Instance) SetTileSet ¶
SetTileSet sets the property returned by [GetTileSet].
func (Instance) SetUseKinematicBodies ¶
SetUseKinematicBodies sets the property returned by [IsUsingKinematicBodies].
func (Instance) SetXDrawOrderReversed ¶
SetXDrawOrderReversed sets the property returned by [IsXDrawOrderReversed].
func (Instance) SetYSortOrigin ¶
SetYSortOrigin sets the property returned by [GetYSortOrigin].
func (Instance) TileMapData ¶
The raw tile map data as a byte array.
func (Instance) TileSet ¶
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 ¶
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) XDrawOrderReversed ¶
If CanvasItem.YSortEnabled is enabled, setting this to true will reverse the order the tiles are drawn on the X-axis.
func (Instance) YSortOrigin ¶
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.