Class TileMap
- Namespace
- Godot
- Assembly
- GodotSharp.dll
Node for 2D tile-based maps. Tilemaps use a 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 TileSetScenesCollectionSource may be initialized after their parent. This is only queued when inside the scene tree.
To force an update earlier on, call UpdateInternals().
public class TileMap : Node2D, IDisposable- Inheritance
- 
      
      
      
      
      
      TileMap
- Implements
- Inherited Members
Constructors
TileMap()
public TileMap()Properties
CollisionAnimatable
If enabled, the TileMap will see its collisions synced to the physics tick and change its collision type from static to kinematic. This is required to create TileMap-based moving platform.
Note: Enabling CollisionAnimatable may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.
public bool CollisionAnimatable { get; set; }Property Value
CollisionVisibilityMode
Show or hide the TileMap's collision shapes. If set to Default, this depends on the show collision debug settings.
public TileMap.VisibilityMode CollisionVisibilityMode { get; set; }Property Value
NavigationVisibilityMode
Show or hide the TileMap's navigation meshes. If set to Default, this depends on the show navigation debug settings.
public TileMap.VisibilityMode NavigationVisibilityMode { get; set; }Property Value
RenderingQuadrantSize
The TileMap's 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 quandrant size groups together 16 * 16 = 256 tiles.
The quadrant size does not apply on Y-sorted layers, as tiles are be 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 TileMap's local coordinate system.
public int RenderingQuadrantSize { get; set; }Property Value
TileSet
The assigned TileSet.
public TileSet TileSet { get; set; }Property Value
Methods
AddLayer(int)
Adds a layer at the given position toPosition in the array. If toPosition is negative, the position is counted from the end, with -1 adding the layer at the end of the array.
public void AddLayer(int toPosition)Parameters
- toPositionint
Clear()
Clears all cells.
public void Clear()ClearLayer(int)
Clears all cells on the given layer.
If layer is negative, the layers are accessed from the last one.
public void ClearLayer(int layer)Parameters
- layerint
EraseCell(int, Vector2I)
Erases the cell on layer layer at coordinates coords.
If layer is negative, the layers are accessed from the last one.
public void EraseCell(int layer, Vector2I coords)Parameters
FixInvalidTiles()
Clears cells that do not exist in the tileset.
public void FixInvalidTiles()ForceUpdate(int)
Deprecated. See NotifyRuntimeTileDataUpdate(int) and UpdateInternals().
[Obsolete("This method is deprecated.")]
public void ForceUpdate(int layer = -1)Parameters
- layerint
GetCellAlternativeTile(int, Vector2I, bool)
Returns the tile alternative ID of the cell on layer layer at coords. If useProxies is false, ignores the TileSet's tile proxies, returning the raw alternative identifier. See MapTileProxy(int, Vector2I, int).
If layer is negative, the layers are accessed from the last one.
public int GetCellAlternativeTile(int layer, Vector2I coords, bool useProxies = false)Parameters
Returns
GetCellAtlasCoords(int, Vector2I, bool)
Returns the tile atlas coordinates ID of the cell on layer layer at coordinates coords. If useProxies is false, ignores the TileSet's tile proxies, returning the raw alternative identifier. See MapTileProxy(int, Vector2I, int).
If layer is negative, the layers are accessed from the last one.
public Vector2I GetCellAtlasCoords(int layer, Vector2I coords, bool useProxies = false)Parameters
Returns
GetCellSourceId(int, Vector2I, bool)
Returns the tile source ID of the cell on layer layer at coordinates coords. Returns -1 if the cell does not exist.
If useProxies is false, ignores the TileSet's tile proxies, returning the raw alternative identifier. See MapTileProxy(int, Vector2I, int).
If layer is negative, the layers are accessed from the last one.
public int GetCellSourceId(int layer, Vector2I coords, bool useProxies = false)Parameters
Returns
GetCellTileData(int, Vector2I, bool)
Returns the TileData object associated with the given cell, or null if the cell does not exist or is not a TileSetAtlasSource.
If layer is negative, the layers are accessed from the last one.
If useProxies is false, ignores the TileSet's tile proxies, returning the raw alternative identifier. See MapTileProxy(int, Vector2I, int).
func get_clicked_tile_power():
      var clicked_cell = tile_map.local_to_map(tile_map.get_local_mouse_position())
      var data = tile_map.get_cell_tile_data(0, clicked_cell)
      if data:
          return data.get_custom_data("power")
      else:
          return 0public TileData GetCellTileData(int layer, Vector2I coords, bool useProxies = false)Parameters
Returns
GetCoordsForBodyRid(Rid)
Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from GetColliderRid(), when colliding with a tile.
public Vector2I GetCoordsForBodyRid(Rid body)Parameters
- bodyRid
Returns
GetLayerForBodyRid(Rid)
Returns the tilemap layer of the tile for given physics body RID. Such RID can be retrieved from GetColliderRid(), when colliding with a tile.
public int GetLayerForBodyRid(Rid body)Parameters
- bodyRid
Returns
GetLayerModulate(int)
Returns a TileMap layer's modulate.
If layer is negative, the layers are accessed from the last one.
public Color GetLayerModulate(int layer)Parameters
- layerint
Returns
GetLayerName(int)
Returns a TileMap layer's name.
If layer is negative, the layers are accessed from the last one.
public string GetLayerName(int layer)Parameters
- layerint
Returns
GetLayerNavigationMap(int)
Returns the NavigationServer2D navigation map Rid currently assigned to the specified TileMap layer.
By default the TileMap uses the default 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 NavigationAgent2D switch between TileMap layer navigation maps use SetNavigationMap(Rid) with the navigation map received from GetLayerNavigationMap(int).
If layer is negative, the layers are accessed from the last one.
public Rid GetLayerNavigationMap(int layer)Parameters
- layerint
Returns
GetLayerYSortOrigin(int)
Returns a TileMap layer's Y sort origin.
If layer is negative, the layers are accessed from the last one.
public int GetLayerYSortOrigin(int layer)Parameters
- layerint
Returns
GetLayerZIndex(int)
Returns a TileMap layer's Z-index value.
If layer is negative, the layers are accessed from the last one.
public int GetLayerZIndex(int layer)Parameters
- layerint
Returns
GetLayersCount()
Returns the number of layers in the TileMap.
public int GetLayersCount()Returns
GetNavigationMap(int)
[Obsolete("This method is deprecated.")]
public Rid GetNavigationMap(int layer)Parameters
- layerint
Returns
GetNeighborCell(Vector2I, CellNeighbor)
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.
public Vector2I GetNeighborCell(Vector2I coords, TileSet.CellNeighbor neighbor)Parameters
- coordsVector2I
- neighborTileSet.CellNeighbor
Returns
GetPattern(int, Array<Vector2I>)
Creates a new TileMapPattern from the given layer and set of cells.
If layer is negative, the layers are accessed from the last one.
public TileMapPattern GetPattern(int layer, Array<Vector2I> coordsArray)Parameters
Returns
GetSurroundingCells(Vector2I)
Returns the list of all neighbourings cells to the one at coords.
public Array<Vector2I> GetSurroundingCells(Vector2I coords)Parameters
- coordsVector2I
Returns
GetUsedCells(int)
Returns a Vector2I 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.
public Array<Vector2I> GetUsedCells(int layer)Parameters
- layerint
Returns
GetUsedCellsById(int, int, Vector2I?, int)
Returns a Vector2I array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source (sourceId), their atlas coordinates (atlasCoords) or alternative id (alternativeTile).
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 GetUsedCells(int).
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.
public Array<Vector2I> GetUsedCellsById(int layer, int sourceId = -1, Vector2I? atlasCoords = null, int alternativeTile = -1)Parameters
- layerint
- sourceIdint
- atlasCoordsVector2I?
- If the parameter is null, then the default value is - new Vector2I(-1, -1).
- alternativeTileint
Returns
GetUsedRect()
Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.
public Rect2I GetUsedRect()Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)Parameters
- methodgodot_string_name
- Name of the method to check for. 
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)Parameters
- signalgodot_string_name
- Name of the signal to check for. 
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)Parameters
- methodgodot_string_name
- Name of the method to invoke. 
- argsNativeVariantPtrArgs
- Arguments to use with the invoked method. 
- retgodot_variant
- Value returned by the invoked method. 
Returns
IsLayerEnabled(int)
Returns if a layer is enabled.
If layer is negative, the layers are accessed from the last one.
public bool IsLayerEnabled(int layer)Parameters
- layerint
Returns
IsLayerNavigationEnabled(int)
Returns if a layer's built-in navigation regions generation is enabled.
public bool IsLayerNavigationEnabled(int layer)Parameters
- layerint
Returns
IsLayerYSortEnabled(int)
Returns if a layer Y-sorts its tiles.
If layer is negative, the layers are accessed from the last one.
public bool IsLayerYSortEnabled(int layer)Parameters
- layerint
Returns
LocalToMap(Vector2)
Returns the map coordinates of the cell containing the given localPosition. If localPosition is in global coordinates, consider using ToLocal(Vector2) before passing it to this method. See also MapToLocal(Vector2I).
public Vector2I LocalToMap(Vector2 localPosition)Parameters
- localPositionVector2
Returns
MapPattern(Vector2I, Vector2I, TileMapPattern)
Returns for the given coordinate coordsInPattern in a TileMapPattern the corresponding cell coordinates if the pattern was pasted at the positionInTilemap coordinates (see SetPattern(int, Vector2I, TileMapPattern)). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating position_in_tile_map + coords_in_pattern.
public Vector2I MapPattern(Vector2I positionInTilemap, Vector2I coordsInPattern, TileMapPattern pattern)Parameters
- positionInTilemapVector2I
- coordsInPatternVector2I
- patternTileMapPattern
Returns
MapToLocal(Vector2I)
Returns the centered position of a cell in the TileMap's local coordinate space. To convert the returned value into global coordinates, use ToGlobal(Vector2). See also LocalToMap(Vector2).
Note: This may not correspond to the visual position of the tile, i.e. it ignores the TextureOrigin property of individual tiles.
public Vector2 MapToLocal(Vector2I mapPosition)Parameters
- mapPositionVector2I
Returns
MoveLayer(int, int)
Moves the layer at index layer to the given position toPosition in the array.
public void MoveLayer(int layer, int toPosition)Parameters
NotifyRuntimeTileDataUpdate(int)
Notifies the TileMap node that calls to _UseTileDataRuntimeUpdate(int, Vector2I) or _TileDataRuntimeUpdate(int, Vector2I, TileData) 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 UpdateInternals()).
public void NotifyRuntimeTileDataUpdate(int layer = -1)Parameters
- layerint
RemoveLayer(int)
Removes the layer at index layer.
public void RemoveLayer(int layer)Parameters
- layerint
SetCell(int, Vector2I, int, Vector2I?, int)
Sets the tile identifiers for the cell on layer layer at coordinates coords. Each tile of the TileSet is identified using three parts:
- The source identifier sourceId identifies a TileSetSource identifier. See SetSourceId(int, int),
- The atlas coordinates identifier atlasCoords 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 alternativeTile identifies a tile alternative in the atlas (if the source is a TileSetAtlasSource), and the scene for a TileSetScenesCollectionSource.
If sourceId is set to -1, atlasCoords to Vector2i(-1, -1) or alternativeTile 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.
public void SetCell(int layer, Vector2I coords, int sourceId = -1, Vector2I? atlasCoords = null, int alternativeTile = 0)Parameters
- layerint
- coordsVector2I
- sourceIdint
- atlasCoordsVector2I?
- If the parameter is null, then the default value is - new Vector2I(-1, -1).
- alternativeTileint
SetCellsTerrainConnect(int, Array<Vector2I>, int, int, bool)
Update all the cells in the cells coordinates array so that they use the given terrain for the given terrainSet. 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 ignoreEmptyTerrains 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.
public void SetCellsTerrainConnect(int layer, Array<Vector2I> cells, int terrainSet, int terrain, bool ignoreEmptyTerrains = true)Parameters
SetCellsTerrainPath(int, Array<Vector2I>, int, int, bool)
Update all the cells in the path coordinates array so that they use the given terrain for the given terrainSet. 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 ignoreEmptyTerrains 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.
public void SetCellsTerrainPath(int layer, Array<Vector2I> path, int terrainSet, int terrain, bool ignoreEmptyTerrains = true)Parameters
SetLayerEnabled(int, bool)
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.
public void SetLayerEnabled(int layer, bool enabled)Parameters
SetLayerModulate(int, Color)
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.
public void SetLayerModulate(int layer, Color modulate)Parameters
SetLayerName(int, string)
Sets a layer's name. This is mostly useful in the editor.
If layer is negative, the layers are accessed from the last one.
public void SetLayerName(int layer, string name)Parameters
SetLayerNavigationEnabled(int, bool)
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 NavigationRegion2D node.
public void SetLayerNavigationEnabled(int layer, bool enabled)Parameters
SetLayerNavigationMap(int, Rid)
Assigns a NavigationServer2D navigation map Rid to the specified TileMap layer.
By default the TileMap uses the default 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 NavigationAgent2D switch between TileMap layer navigation maps use SetNavigationMap(Rid) with the navigation map received from GetLayerNavigationMap(int).
If layer is negative, the layers are accessed from the last one.
public void SetLayerNavigationMap(int layer, Rid map)Parameters
SetLayerYSortEnabled(int, bool)
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.
public void SetLayerYSortEnabled(int layer, bool ySortEnabled)Parameters
SetLayerYSortOrigin(int, int)
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.
public void SetLayerYSortOrigin(int layer, int ySortOrigin)Parameters
SetLayerZIndex(int, int)
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.
public void SetLayerZIndex(int layer, int zIndex)Parameters
SetNavigationMap(int, Rid)
[Obsolete("This method is deprecated.")]
public void SetNavigationMap(int layer, Rid map)Parameters
SetPattern(int, Vector2I, TileMapPattern)
Paste the given TileMapPattern at the given position and layer in the tile map.
If layer is negative, the layers are accessed from the last one.
public void SetPattern(int layer, Vector2I position, TileMapPattern pattern)Parameters
- layerint
- positionVector2I
- patternTileMapPattern
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.
public void UpdateInternals()_TileDataRuntimeUpdate(int, Vector2I, TileData)
Called with a TileData object about to be used internally by the TileMap, allowing its modification at runtime.
This method is only called if _UseTileDataRuntimeUpdate(int, Vector2I) is implemented and returns true for the given tile coords and layer.
  Warning: The tileData 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 tileData object should change over time, use NotifyRuntimeTileDataUpdate(int) to notify the TileMap it needs an update.
public virtual void _TileDataRuntimeUpdate(int layer, Vector2I coords, TileData tileData)Parameters
_UseTileDataRuntimeUpdate(int, Vector2I)
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 NotifyRuntimeTileDataUpdate(int) to notify the TileMap it needs an update.
public virtual bool _UseTileDataRuntimeUpdate(int layer, Vector2I coords)Parameters
Returns
Events
Changed
Emitted when the TileSet of this TileMap changes.
public event Action Changed