TileMap

    Node for 2D tile-based maps.

    Node for 2D tile-based maps. Tilemaps use a which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.

    Tutorials

    Properties

    void ( )
    voidfix_invalid_tiles ( )
    get_cell ( x, int y ) const
    get_cell_autotile_coord ( x, int y ) const
    get_cellv ( position ) const
    bool ( int bit ) const
    get_collision_mask_bit ( bit ) const
    Array ( ) const
    Array ( int id ) const
    get_used_rect ( )
    is_cell_transposed ( x, int y ) const
    is_cell_x_flipped ( x, int y ) const
    is_cell_y_flipped ( x, int y ) const
    map_to_world ( map_position, bool ignore_half_ofs=false ) const
    void ( int x, y, int tile, flip_x=false, bool flip_y=false, transpose=false, Vector2 autotile_coord=Vector2( 0, 0 ) )
    void ( Vector2 position, tile, bool flip_x=false, flip_y=false, bool transpose=false )
    void ( int bit, value )
    voidset_collision_mask_bit ( bit, bool value )
    void ( Vector2 position )
    void ( Vector2 start=Vector2( 0, 0 ), end=Vector2( 0, 0 ) )
    voidupdate_dirty_quadrants ( )
    world_to_map ( world_position ) const

    Signals

    • settings_changed ( )

    Emitted when a tilemap setting has changed.

    Enumerations

    enum Mode:

    • MODE_SQUARE = 0 —- Orthogonal orientation mode.
    • MODE_ISOMETRIC = 1 —- Isometric orientation mode.
    • MODE_CUSTOM = 2 —- Custom orientation mode.

    enum HalfOffset:

    • HALF_OFFSET_X = 0 —- Half offset on the X coordinate.
    • HALF_OFFSET_Y = 1 —- Half offset on the Y coordinate.
    • HALF_OFFSET_NEGATIVE_X = 3 —- Half offset on the X coordinate (negative).
    • HALF_OFFSET_NEGATIVE_Y = 4 —- Half offset on the Y coordinate (negative).

    enum TileOrigin:

    • TILE_ORIGIN_TOP_LEFT = 0 —- Tile origin at its top-left corner.
    • TILE_ORIGIN_CENTER = 1 —- Tile origin at its center.
    • TILE_ORIGIN_BOTTOM_LEFT = 2 —- Tile origin at its bottom-left corner.
    • INVALID_CELL = -1 —- Returned when a cell doesn’t exist.

    Property Descriptions

    Defaultfalse
    Setterset_clip_uv(value)
    Getterget_clip_uv()

    If true, the cell’s UVs will be clipped.


    • cell_custom_transform
    Default
    Setterset_custom_transform(value)
    Getterget_custom_transform()

    The custom Transform2D to be applied to the TileMap’s cells.


    • cell_half_offset
    Default2
    Setterset_half_offset(value)
    Getterget_half_offset()

    Amount to offset alternating tiles. See HalfOffset for possible values.


    • cell_quadrant_size
    Default16
    Setterset_quadrant_size(value)
    Getterget_quadrant_size()

    The TileMap’s quadrant size. Optimizes drawing by batching, using chunks of this size.


    The TileMap’s cell size.


    • cell_tile_origin
    Default0
    Setterset_tile_origin(value)
    Getterget_tile_origin()

    Position for tile origin. See TileOrigin for possible values.


    • cell_y_sort
    Defaultfalse
    Setterset_y_sort_mode(value)
    Getteris_y_sort_mode_enabled()

    If true, the TileMap’s direct children will be drawn in order of their Y coordinate.


    • bool centered_textures
    Defaultfalse
    Setterset_centered_textures(value)
    Getteris_centered_textures_enabled()

    If true, the textures will be centered in the middle of each tile. This is useful for certain isometric or top-down modes when textures are made larger or smaller than the tiles (e.g. to avoid flickering on tile edges). The offset is still applied, but from the center of the tile. If used, is ignored.

    If false, the texture position start in the top-left corner unless compatibility_mode is enabled.


    • collision_bounce
    Default0.0
    Setterset_collision_bounce(value)
    Getterget_collision_bounce()

    Bounce value for static body collisions (see collision_use_kinematic).


    • float collision_friction
    Default1.0
    Setterset_collision_friction(value)
    Getterget_collision_friction()

    Friction value for static body collisions (see collision_use_kinematic).


    • collision_layer

    The collision layer(s) for all colliders in the TileMap. See Collision layers and masks in the documentation for more information.


    • collision_mask
    Default1
    Setterset_collision_mask(value)
    Getterget_collision_mask()

    The collision mask(s) for all colliders in the TileMap. See Collision layers and masks in the documentation for more information.


    • collision_use_kinematic
    Defaultfalse
    Setterset_collision_use_kinematic(value)
    Getterget_collision_use_kinematic()

    • bool collision_use_parent
    Default
    Setterset_collision_use_parent(value)
    Getterget_collision_use_parent()

    If true, this tilemap’s collision shape will be added to the collision shape of the parent. The parent has to be a .


    • bool compatibility_mode
    Defaultfalse
    Setterset_compatibility_mode(value)
    Getteris_compatibility_mode_enabled()

    If true, the compatibility with the tilemaps made in Godot 3.1 or earlier is maintained (textures move when the tile origin changes and rotate if the texture size is not homogeneous). This mode presents problems when doing flip_h, flip_v and transpose tile operations on non-homogeneous isometric tiles (e.g. 2:1), in which the texture could not coincide with the collision, thus it is not recommended for isometric or non-square tiles.

    If false, the textures do not move when doing flip_h, flip_v operations if no offset is used, nor when changing the tile origin.

    The compatibility mode doesn’t work with the option, because displacing textures with the cell_tile_origin option or in irregular tiles is not relevant when centering those textures.


    • mode
    Default0
    Setterset_mode(value)
    Getterget_mode()

    The TileMap orientation mode. See Mode for possible values.


    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).


    • tile_set
    Setterset_tileset(value)
    Getterget_tileset()

    The assigned TileSet.

    Method Descriptions

    • void clear ( )

    Clears all cells.


    • void fix_invalid_tiles ( )

    Clears cells that do not exist in the tileset.


    • get_cell ( int x, y ) const

    Returns the tile index of the given cell. If no tile exists in the cell, returns INVALID_CELL.


    • get_cell_autotile_coord ( int x, y ) const

    Returns the coordinate (subtile column and row) of the autotile variation in the tileset. Returns a zero vector if the cell doesn’t have autotiling.


    • int get_cellv ( position ) const

    Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returns INVALID_CELL.


    • get_collision_layer_bit ( int bit ) const

    Returns true if the given collision layer bit is set.


    • get_collision_mask_bit ( int bit ) const

    Returns true if the given collision mask bit is set.


    • get_used_cells ( ) const

    Returns a Vector2 array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from -1).


    • get_used_cells_by_id ( int id ) const

    Returns an array of all cells with the given tile index specified in id.


    • get_used_rect ( )

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


    • bool is_cell_transposed ( x, int y ) const

    Returns true if the given cell is transposed, i.e. the X and Y axes are swapped.


    • is_cell_x_flipped ( int x, y ) const

    Returns true if the given cell is flipped in the X axis.


    • bool is_cell_y_flipped ( x, int y ) const

    • map_to_world ( Vector2 map_position, ignore_half_ofs=false ) const

    Returns the global position corresponding to the given tilemap (grid-based) coordinates.

    Optionally, the tilemap’s half offset can be ignored.


    • void set_cell ( int x, y, int tile, flip_x=false, bool flip_y=false, transpose=false, Vector2 autotile_coord=Vector2( 0, 0 ) )

    Sets the tile index for the cell given by a Vector2.

    An index of clears the cell.

    Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile.

    Note: 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 .

    Overriding this method also overrides it internally, allowing custom logic to be implemented when tiles are placed/removed:


    • void set_cellv ( Vector2 position, tile, bool flip_x=false, flip_y=false, bool transpose=false )

    Sets the tile index for the given cell.

    An index of -1 clears the cell.

    Optionally, the tile can also be flipped or transposed.

    Note: 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 .


    • void set_collision_layer_bit ( int bit, value )

    Sets the given collision layer bit.


    • void set_collision_mask_bit ( int bit, value )

    Sets the given collision mask bit.


    • void update_bitmask_area ( Vector2 position )

    Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates.


    • void update_bitmask_region ( start=Vector2( 0, 0 ), Vector2 end=Vector2( 0, 0 ) )

    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.


    • void update_dirty_quadrants ( )

    Updates the tile map’s quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.