TileMapLayer

package
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Published: Mar 7, 2025 License: MIT Imports: 25 Imported by: 0

Documentation

Overview

Package TileMapLayer provides methods for working with TileMapLayer object instances.

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 = gdclass.TileMapLayerDebugVisibilityMode //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. [member SceneTree.debug_collisions_hint] or [member SceneTree.debug_navigation_hint]).*/
	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 Implementation

type Implementation = implementation

Implementation implements Interface with empty methods.

type Instance

type Instance [1]gdclass.TileMapLayer

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] may be initialized after their parent. This is only queued when inside the scene tree. To force an update earlier on, call [method update_internals]. [b]Note:[/b] 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 [code]-32768[/code] to [code]32767[/code]. When saving tile data, tiles outside this range are wrapped.

See [Interface] for methods that can be overridden by a [Class] that extends it.

%!(EXTRA string=TileMapLayer)

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

func (Instance) CollisionVisibilityMode

func (self Instance) CollisionVisibilityMode() gdclass.TileMapLayerDebugVisibilityMode

func (Instance) Enabled

func (self Instance) Enabled() bool

func (Instance) EraseCell

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

Erases the cell at coordinates [param coords].

func (Instance) FixInvalidTiles

func (self Instance) FixInvalidTiles()

Clears cells containing tiles that do not exist in the [member tile_set].

func (Instance) GetCellAlternativeTile

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

Returns the tile alternative ID of the cell at coordinates [param coords].

func (Instance) GetCellAtlasCoords

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

Returns the tile atlas coordinates ID of the cell at coordinates [param coords]. Returns [code]Vector2i(-1, -1)[/code] 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 [param coords]. Returns [code]-1[/code] if the cell does not exist.

func (Instance) GetCellTileData

func (self Instance) GetCellTileData(coords Vector2i.XY) [1]gdclass.TileData

Returns the [TileData] object associated with the given cell, or [code]null[/code] if the cell does not exist or is not a [TileSetAtlasSource]. [codeblock] func get_clicked_tile_power():

var clicked_cell = tile_map_layer.local_to_map(tile_map_layer.get_local_mouse_position())
var data = tile_map_layer.get_cell_tile_data(clicked_cell)
if data:
    return data.get_custom_data("power")
else:
    return 0

[/codeblock]

func (Instance) GetCoordsForBodyRid

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

Returns the coordinates of the tile for given physics body [RID]. Such an [RID] can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.

func (Instance) GetNavigationMap

func (self Instance) GetNavigationMap() RID.NavigationMap2D

Returns the [RID] of the [NavigationServer2D] navigation used by this [TileMapLayer]. By default this returns the default [World2D] navigation map, unless a custom map was provided using [method set_navigation_map].

func (Instance) GetNeighborCell

func (self Instance) GetNeighborCell(coords Vector2i.XY, neighbor gdclass.TileSetCellNeighbor) Vector2i.XY

Returns the neighboring cell to the one at coordinates [param coords], identified by the [param 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) [1]gdclass.TileMapPattern

Creates and returns a new [TileMapPattern] from the given array of cells. See also [method set_pattern].

func (Instance) GetSurroundingCells

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

Returns the list of all neighboring cells to the one at [param 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] array with the positions of all cells containing a tile. A cell is considered empty if its source identifier equals [code]-1[/code], its atlas coordinate identifier is [code]Vector2(-1, -1)[/code] and its alternative identifier is [code]-1[/code].

func (Instance) GetUsedCellsById

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

Returns a [Vector2i] array with the positions of all cells containing a tile. Tiles may be filtered according to their source ([param source_id]), their atlas coordinates ([param atlas_coords]), or alternative id ([param 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 [method get_used_cells]. A cell is considered empty if its source identifier equals [code]-1[/code], its atlas coordinate identifier is [code]Vector2(-1, -1)[/code] and its alternative identifier is [code]-1[/code].

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 [param body] [RID] belongs to one of this [TileMapLayer]'s cells.

func (Instance) IsCellFlippedH

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

Returns [code]true[/code] if the cell at coordinates [param coords] is flipped horizontally. The result is valid only for atlas sources.

func (Instance) IsCellFlippedV

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

Returns [code]true[/code] if the cell at coordinates [param coords] is flipped vertically. The result is valid only for atlas sources.

func (Instance) IsCellTransposed

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

Returns [code]true[/code] if the cell at coordinates [param 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 [param local_position]. If [param local_position] is in global coordinates, consider using [method Node2D.to_local] before passing it to this method. See also [method map_to_local].

func (Instance) MapPattern

func (self Instance) MapPattern(position_in_tilemap Vector2i.XY, coords_in_pattern Vector2i.XY, pattern [1]gdclass.TileMapPattern) Vector2i.XY

Returns for the given coordinates [param coords_in_pattern] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [param position_in_tilemap] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code].

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 [method Node2D.to_global]. See also [method local_to_map]. [b]Note:[/b] This may not correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_origin] property of individual tiles.

func (Instance) NavigationEnabled

func (self Instance) NavigationEnabled() bool

func (Instance) NavigationVisibilityMode

func (self Instance) NavigationVisibilityMode() gdclass.TileMapLayerDebugVisibilityMode

func (Instance) NotifyRuntimeTileDataUpdate

func (self Instance) NotifyRuntimeTileDataUpdate()

Notifies the [TileMapLayer] node that calls to [method _use_tile_data_runtime_update] or [method _tile_data_runtime_update] will lead to different results. This will thus trigger a [TileMapLayer] update. [b]Warning:[/b] Updating the [TileMapLayer] is computationally expensive and may impact performance. Try to limit the number of calls to this function to avoid unnecessary update. [b]Note:[/b] 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 [method update_internals]).

func (Instance) OcclusionEnabled

func (self Instance) OcclusionEnabled() bool

func (Instance) OnChanged

func (self Instance) OnChanged(cb func())

func (Instance) RenderingQuadrantSize

func (self Instance) RenderingQuadrantSize() int

func (Instance) SetCell

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

Sets the tile identifiers for the cell at coordinates [param coords]. Each tile of the [TileSet] is identified using three parts: - The source identifier [param source_id] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id], - The atlas coordinate identifier [param atlas_coords] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]). For [TileSetScenesCollectionSource] it should always be [code]Vector2i(0, 0)[/code], - The alternative tile identifier [param alternative_tile] identifies a tile alternative in the atlas (if the source is a [TileSetAtlasSource]), and the scene for a [TileSetScenesCollectionSource]. If [param source_id] is set to [code]-1[/code], [param atlas_coords] to [code]Vector2i(-1, -1)[/code], or [param alternative_tile] to [code]-1[/code], the cell will be erased. An erased cell gets [b]all[/b] its identifiers automatically set to their respective invalid values, namely [code]-1[/code], [code]Vector2i(-1, -1)[/code] and [code]-1[/code].

func (Instance) SetCellsTerrainConnect

func (self Instance) SetCellsTerrainConnect(cells []Vector2i.XY, terrain_set int, terrain int)

Update all the cells in the [param cells] coordinates array so that they use the given [param terrain] for the given [param 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 [param ignore_empty_terrains] is [code]true[/code], empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. [b]Note:[/b] 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 [param path] coordinates array so that they use the given [param terrain] for the given [param 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 [param ignore_empty_terrains] is [code]true[/code], empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. [b]Note:[/b] 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)

func (Instance) SetCollisionVisibilityMode

func (self Instance) SetCollisionVisibilityMode(value gdclass.TileMapLayerDebugVisibilityMode)

func (Instance) SetEnabled

func (self Instance) SetEnabled(value bool)

func (Instance) SetNavigationEnabled

func (self Instance) SetNavigationEnabled(value bool)

func (Instance) SetNavigationMap

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

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

func (Instance) SetNavigationVisibilityMode

func (self Instance) SetNavigationVisibilityMode(value gdclass.TileMapLayerDebugVisibilityMode)

func (Instance) SetOcclusionEnabled

func (self Instance) SetOcclusionEnabled(value bool)

func (Instance) SetPattern

func (self Instance) SetPattern(position Vector2i.XY, pattern [1]gdclass.TileMapPattern)

Pastes the [TileMapPattern] at the given [param position] in the tile map. See also [method get_pattern].

func (Instance) SetRenderingQuadrantSize

func (self Instance) SetRenderingQuadrantSize(value int)

func (Instance) SetTileMapData

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

func (Instance) SetTileSet

func (self Instance) SetTileSet(value [1]gdclass.TileSet)

func (Instance) SetUseKinematicBodies

func (self Instance) SetUseKinematicBodies(value bool)

func (Instance) SetXDrawOrderReversed

func (self Instance) SetXDrawOrderReversed(value bool)

func (Instance) SetYSortOrigin

func (self Instance) SetYSortOrigin(value int)

func (Instance) TileMapData

func (self Instance) TileMapData() []byte

func (Instance) TileSet

func (self Instance) TileSet() [1]gdclass.TileSet

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

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. [b]Warning:[/b] 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

func (Instance) Virtual

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

func (Instance) XDrawOrderReversed

func (self Instance) XDrawOrderReversed() bool

func (Instance) YSortOrigin

func (self Instance) YSortOrigin() int

type Interface

type Interface interface {
	//Should return [code]true[/code] if the tile at coordinates [param coords] requires a runtime update.
	//[b]Warning:[/b] Make sure this function only returns [code]true[/code] when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty.
	//[b]Note:[/b] If the result of this function should change, use [method notify_runtime_tile_data_update] to notify the [TileMapLayer] it needs an update.
	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 [method _use_tile_data_runtime_update] is implemented and returns [code]true[/code] for the given tile [param coords].
	//[b]Warning:[/b] The [param 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.
	//[b]Note:[/b] If the properties of [param tile_data] object should change over time, use [method notify_runtime_tile_data_update] to notify the [TileMapLayer] it needs an update.
	TileDataRuntimeUpdate(coords Vector2i.XY, tile_data [1]gdclass.TileData)
	//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 [member tile_set] (causing all cells to be queued for an update). The first call to this function is always for initializing all the [TileMapLayer]'s cells. [param coords] contains the coordinates of all modified cells, roughly in the order they were modified. [param forced_cleanup] is [code]true[/code] when the [TileMapLayer]'s internals should be fully cleaned up. This is the case when:
	//- The layer is disabled;
	//- The layer is not visible;
	//- [member tile_set] is set to [code]null[/code];
	//- 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 [method update_internals].
	//[b]Warning:[/b] Implementing this method may degrade the [TileMapLayer]'s performance.
	UpdateCells(coords []Vector2i.XY, forced_cleanup bool)
}

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