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For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
137 lines
5.6 KiB
XML
137 lines
5.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TileMap" inherits="Node2D" version="4.0">
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<brief_description>
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Node for 2D tile-based maps.
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</brief_description>
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<description>
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Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.
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When doing physics queries against the tilemap, the cell coordinates are encoded as [code]metadata[/code] for each detected collision shape returned by methods such as [method PhysicsDirectSpaceState2D.intersect_shape], [method PhysicsDirectBodyState2D.get_contact_collider_shape_metadata] etc.
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</description>
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<tutorials>
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<link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link>
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<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
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<link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link>
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<link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link>
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<link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
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<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
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<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
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</tutorials>
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<methods>
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<method name="clear">
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<return type="void" />
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<description>
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Clears all cells.
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</description>
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</method>
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<method name="fix_invalid_tiles">
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<return type="void" />
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<description>
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Clears cells that do not exist in the tileset.
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</description>
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</method>
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<method name="get_cell_alternative_tile" qualifiers="const">
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<return type="int" />
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<argument index="0" name="coords" type="Vector2i" />
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<argument index="1" name="use_proxies" type="bool" />
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<description>
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</description>
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</method>
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<method name="get_cell_atlas_coords" qualifiers="const">
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<return type="Vector2i" />
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<argument index="0" name="coords" type="Vector2i" />
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<argument index="1" name="use_proxies" type="bool" />
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<description>
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</description>
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</method>
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<method name="get_cell_source_id" qualifiers="const">
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<return type="int" />
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<argument index="0" name="coords" type="Vector2i" />
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<argument index="1" name="use_proxies" type="bool" />
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<description>
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</description>
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</method>
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<method name="get_neighbor_cell" qualifiers="const">
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<return type="Vector2i" />
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<argument index="0" name="coords" type="Vector2i" />
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<argument index="1" name="neighbor" type="int" enum="TileSet.CellNeighbor" />
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<description>
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</description>
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</method>
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<method name="get_surrounding_tiles">
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<return type="Vector2i[]" />
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<argument index="0" name="coords" type="Vector2i" />
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<description>
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</description>
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</method>
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<method name="get_used_cells" qualifiers="const">
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<return type="Vector2i[]" />
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<description>
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Returns a [Vector2] array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from [code]-1[/code]).
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</description>
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</method>
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<method name="get_used_rect">
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<return type="Rect2" />
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<description>
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Returns a rectangle enclosing the used (non-empty) tiles of the map.
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</description>
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</method>
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<method name="map_to_world" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="map_position" type="Vector2i" />
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<description>
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Returns the local position corresponding to the given tilemap (grid-based) coordinates.
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</description>
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</method>
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<method name="set_cell">
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<return type="void" />
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<argument index="0" name="coords" type="Vector2i" />
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<argument index="1" name="source_id" type="int" default="-1" />
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<argument index="2" name="atlas_coords" type="Vector2i" default="Vector2i(-1, -1)" />
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<argument index="3" name="alternative_tile" type="int" default="-1" />
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<description>
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Sets the tile index for the cell given by a Vector2i.
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</description>
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</method>
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<method name="update_dirty_quadrants">
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<return type="void" />
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<description>
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Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.
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</description>
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</method>
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<method name="world_to_map" qualifiers="const">
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<return type="Vector2i" />
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<argument index="0" name="world_position" type="Vector2" />
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<description>
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Returns the tilemap (grid-based) coordinates corresponding to the given local position.
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</description>
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</method>
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</methods>
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<members>
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<member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size" default="16">
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The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
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</member>
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<member name="show_collision" type="int" setter="set_collision_visibility_mode" getter="get_collision_visibility_mode" enum="TileMap.VisibilityMode" default="0">
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</member>
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<member name="show_navigation" type="int" setter="set_navigation_visibility_mode" getter="get_navigation_visibility_mode" enum="TileMap.VisibilityMode" default="0">
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</member>
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<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset">
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The assigned [TileSet].
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</member>
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</members>
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<signals>
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<signal name="changed">
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<description>
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Emitted when the [TileSet] of this TileMap changes.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="VISIBILITY_MODE_DEFAULT" value="0" enum="VisibilityMode">
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</constant>
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<constant name="VISIBILITY_MODE_FORCE_HIDE" value="2" enum="VisibilityMode">
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</constant>
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<constant name="VISIBILITY_MODE_FORCE_SHOW" value="1" enum="VisibilityMode">
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</constant>
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</constants>
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</class>
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