godot/doc/classes/TileSet.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="TileSet" inherits="Resource" version="4.0">
<brief_description>
Tile library for tilemaps.
</brief_description>
<description>
A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of [TileSetSource], each of them storing a set of tiles.
Tiles can either be from a [TileSetAtlasSource], that render tiles out of a texture with support for physics, navigation, etc... or from a [TileSetScenesCollectionSource] which exposes scene-based tiles.
Tiles are referenced by using three IDs: their source ID, their atlas coordinates ID and their alternative tile ID.
A TileSet can be configured so that its tiles expose more or less properties. To do so, the TileSet resources uses property layers, that you can add or remove depending on your needs.
For example, adding a physics layer allows giving collision shapes to your tiles. Each layer having dedicated properties (physics layer an mask), you may add several TileSet physics layers for each type of collision you need.
See the functions to add new layers for more information.
</description>
<tutorials>
<link title="Using Tilemaps">$DOCS_URL/tutorials/2d/using_tilemaps.html</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
<link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link>
<link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link>
<link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
</tutorials>
<methods>
<method name="add_custom_data_layer">
<return type="void" />
<argument index="0" name="to_position" type="int" default="-1" />
<description>
Adds a custom data layer to the TileSet at the given position [code]to_position[/code] in the array. If [code]to_position[/code] is -1, adds it at the end of the array.
Custom data layers allow assigning custom properties to atlas tiles.
</description>
</method>
<method name="add_navigation_layer">
<return type="void" />
<argument index="0" name="to_position" type="int" default="-1" />
<description>
Adds a navigation layer to the TileSet at the given position [code]to_position[/code] in the array. If [code]to_position[/code] is -1, adds it at the end of the array.
Navigation layers allow assigning a navigable area to atlas tiles.
</description>
</method>
<method name="add_occlusion_layer">
<return type="void" />
<argument index="0" name="to_position" type="int" default="-1" />
<description>
Adds an occlusion layer to the TileSet at the given position [code]to_position[/code] in the array. If [code]to_position[/code] is -1, adds it at the end of the array.
Occlusion layers allow assigning occlusion polygons to atlas tiles.
</description>
</method>
<method name="add_pattern">
<return type="int" />
<argument index="0" name="pattern" type="TileMapPattern" />
<argument index="1" name="index" type="int" default="-1" />
<description>
Adds a [TileMapPattern] to be stored in the TileSet resource. If provided, insert it at the given [code]index[/code].
</description>
</method>
<method name="add_physics_layer">
<return type="void" />
<argument index="0" name="to_position" type="int" default="-1" />
<description>
Adds a physics layer to the TileSet at the given position [code]to_position[/code] in the array. If [code]to_position[/code] is -1, adds it at the end of the array.
Physics layers allow assigning collision polygons to atlas tiles.
</description>
</method>
<method name="add_source">
<return type="int" />
<argument index="0" name="source" type="TileSetSource" />
<argument index="1" name="atlas_source_id_override" type="int" default="-1" />
<description>
Adds a [TileSetSource] to the TileSet. If [code]atlas_source_id_override[/code] is not -1, also set its source ID. Otherwise, a unique identifier is automatically generated.
The function returns the added source source ID or -1 if the source could not be added.
</description>
</method>
<method name="add_terrain">
<return type="void" />
<argument index="0" name="terrain_set" type="int" />
<argument index="1" name="to_position" type="int" default="-1" />
<description>
Adds a new terrain to the given terrain set [code]terrain_set[/code] at the given position [code]to_position[/code] in the array. If [code]to_position[/code] is -1, adds it at the end of the array.
</description>
</method>
<method name="add_terrain_set">
<return type="void" />
<argument index="0" name="to_position" type="int" default="-1" />
<description>
Adds a new terrain set at the given position [code]to_position[/code] in the array. If [code]to_position[/code] is -1, adds it at the end of the array.
</description>
</method>
<method name="cleanup_invalid_tile_proxies">
<return type="void" />
<description>
Clears tile proxies pointing to invalid tiles.
</description>
</method>
<method name="clear_tile_proxies">
<return type="void" />
<description>
Clears all tile proxies.
</description>
</method>
<method name="get_alternative_level_tile_proxy">
<return type="Array" />
<argument index="0" name="source_from" type="int" />
<argument index="1" name="coords_from" type="Vector2i" />
<argument index="2" name="alternative_from" type="int" />
<description>
Returns the alternative-level proxy for the given identifiers. The returned array contains the three proxie's target identifiers (source ID, atlas coords ID and alternative tile ID).
If the TileSet has no proxy for the given identifiers, returns an empty Array.
</description>
</method>
<method name="get_coords_level_tile_proxy">
<return type="Array" />
<argument index="0" name="source_from" type="int" />
<argument index="1" name="coords_from" type="Vector2i" />
<description>
Returns the coodinate-level proxy for the given identifiers. The returned array contains the two proxie's target identifiers (source ID and atlas coords ID).
If the TileSet has no proxy for the given identifiers, returns an empty Array.
</description>
</method>
<method name="get_custom_data_layers_count" qualifiers="const">
<return type="int" />
<description>
Returns the custom data layers count.
</description>
</method>
<method name="get_navigation_layer_layers" qualifiers="const">
<return type="int" />
<argument index="0" name="layer_index" type="int" />
<description>
Returns the navigation layers (as in the Navigation server) of the gives TileSet navigation layer.
</description>
</method>
<method name="get_navigation_layers_count" qualifiers="const">
<return type="int" />
<description>
Returns the navigation layers count.
</description>
</method>
<method name="get_next_source_id" qualifiers="const">
<return type="int" />
<description>
Returns a new unused source ID. This generated ID is the same that a call to [code]add_source[/code] would return.
</description>
</method>
<method name="get_occlusion_layer_light_mask" qualifiers="const">
<return type="int" />
<argument index="0" name="layer_index" type="int" />
<description>
Returns the light mask of the occlusion layer.
</description>
</method>
<method name="get_occlusion_layer_sdf_collision" qualifiers="const">
<return type="bool" />
<argument index="0" name="layer_index" type="int" />
<description>
Returns if the occluders from this layer use [code]sdf_collision[/code].
</description>
</method>
<method name="get_occlusion_layers_count" qualifiers="const">
<return type="int" />
<description>
Returns the occlusion layers count.
</description>
</method>
<method name="get_pattern">
<return type="TileMapPattern" />
<argument index="0" name="index" type="int" default="-1" />
<description>
Returns the [TileMapPattern] at the given [code]index[/code].
</description>
</method>
<method name="get_patterns_count">
<return type="int" />
<description>
Returns the number of [TileMapPattern] this tile set handles.
</description>
</method>
<method name="get_physics_layer_collision_layer" qualifiers="const">
<return type="int" />
<argument index="0" name="layer_index" type="int" />
<description>
Returns the collision layer (as in the physics server) bodies on the given TileSet's physics layer are in.
</description>
</method>
<method name="get_physics_layer_collision_mask" qualifiers="const">
<return type="int" />
<argument index="0" name="layer_index" type="int" />
<description>
Returns the collision mask of bodies on the given TileSet's physics layer.
</description>
</method>
<method name="get_physics_layer_physics_material" qualifiers="const">
<return type="PhysicsMaterial" />
<argument index="0" name="layer_index" type="int" />
<description>
Returns the physics material of bodies on the given TileSet's physics layer.
</description>
</method>
<method name="get_physics_layers_count" qualifiers="const">
<return type="int" />
<description>
Returns the physics layers count.
</description>
</method>
<method name="get_source" qualifiers="const">
<return type="TileSetSource" />
<argument index="0" name="source_id" type="int" />
<description>
Returns the [TileSetSource] with ID [code]source_id[/code].
</description>
</method>
<method name="get_source_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of [TileSetSource] in this TileSet.
</description>
</method>
<method name="get_source_id" qualifiers="const">
<return type="int" />
<argument index="0" name="index" type="int" />
<description>
Returns the source ID for source with index [code]index[/code].
</description>
</method>
<method name="get_source_level_tile_proxy">
<return type="int" />
<argument index="0" name="source_from" type="int" />
<description>
Returns the source-level proxy for the given source identifier.
If the TileSet has no proxy for the given identifier, returns -1.
</description>
</method>
<method name="get_terrain_color" qualifiers="const">
<return type="Color" />
<argument index="0" name="terrain_set" type="int" />
<argument index="1" name="terrain_index" type="int" />
<description>
Returns a terrain's color.
</description>
</method>
<method name="get_terrain_name" qualifiers="const">
<return type="String" />
<argument index="0" name="terrain_set" type="int" />
<argument index="1" name="terrain_index" type="int" />
<description>
Returns a terrain's name.
</description>
</method>
<method name="get_terrain_set_mode" qualifiers="const">
<return type="int" enum="TileSet.TerrainMode" />
<argument index="0" name="terrain_set" type="int" />
<description>
Returns a terrain set mode.
</description>
</method>
<method name="get_terrain_sets_count" qualifiers="const">
<return type="int" />
<description>
Returns the terrain sets count.
</description>
</method>
<method name="get_terrains_count" qualifiers="const">
<return type="int" />
<argument index="0" name="terrain_set" type="int" />
<description>
Returns the number of terrains in the given terrain set.
</description>
</method>
<method name="has_alternative_level_tile_proxy">
<return type="bool" />
<argument index="0" name="source_from" type="int" />
<argument index="1" name="coords_from" type="Vector2i" />
<argument index="2" name="alternative_from" type="int" />
<description>
Returns if there is and alternative-level proxy for the given identifiers.
</description>
</method>
<method name="has_coords_level_tile_proxy">
<return type="bool" />
<argument index="0" name="source_from" type="int" />
<argument index="1" name="coords_from" type="Vector2i" />
<description>
Returns if there is a coodinates-level proxy for the given identifiers.
</description>
</method>
<method name="has_source" qualifiers="const">
<return type="bool" />
<argument index="0" name="source_id" type="int" />
<description>
Returns if this TileSet has a source for the given source ID.
</description>
</method>
<method name="has_source_level_tile_proxy">
<return type="bool" />
<argument index="0" name="source_from" type="int" />
<description>
Returns if there is a source-level proxy for the given source ID.
</description>
</method>
<method name="map_tile_proxy" qualifiers="const">
<return type="Array" />
<argument index="0" name="source_from" type="int" />
<argument index="1" name="coords_from" type="Vector2i" />
<argument index="2" name="alternative_from" type="int" />
<description>
According to the configured proxies, maps the provided indentifiers to a new set of identifiers. The source ID, atlas coordinates ID and alternative tile ID are returned as a 3 elements Array.
This function first look for matching alternative-level proxies, then coordinates-level proxies, then source-level proxies.
If no proxy corresponding to provided identifiers are found, returns the same values the ones used as arguments.
</description>
</method>
<method name="move_custom_data_layer">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<argument index="1" name="to_position" type="int" />
<description>
Moves the custom data layer at index [code]layer_index[/code] to the given position [code]to_position[/code] in the array. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="move_navigation_layer">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<argument index="1" name="to_position" type="int" />
<description>
Moves the navigation layer at index [code]layer_index[/code] to the given position [code]to_position[/code] in the array. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="move_occlusion_layer">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<argument index="1" name="to_position" type="int" />
<description>
Moves the occlusion layer at index [code]layer_index[/code] to the given position [code]to_position[/code] in the array. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="move_physics_layer">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<argument index="1" name="to_position" type="int" />
<description>
Moves the physics layer at index [code]layer_index[/code] to the given position [code]to_position[/code] in the array. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="move_terrain">
<return type="void" />
<argument index="0" name="terrain_set" type="int" />
<argument index="1" name="terrain_index" type="int" />
<argument index="2" name="to_position" type="int" />
<description>
Moves the terrain at index [code]terrain_index[/code] for terrain set [code]terrain_set[/code] to the given position [code]to_position[/code] in the array. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="move_terrain_set">
<return type="void" />
<argument index="0" name="terrain_set" type="int" />
<argument index="1" name="to_position" type="int" />
<description>
Moves the terrain set at index [code]terrain_set[/code] to the given position [code]to_position[/code] in the array. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="remove_alternative_level_tile_proxy">
<return type="void" />
<argument index="0" name="source_from" type="int" />
<argument index="1" name="coords_from" type="Vector2i" />
<argument index="2" name="alternative_from" type="int" />
<description>
Removes an alternative-level proxy for the given identifiers.
</description>
</method>
<method name="remove_coords_level_tile_proxy">
<return type="void" />
<argument index="0" name="source_from" type="int" />
<argument index="1" name="coords_from" type="Vector2i" />
<description>
Removes a coordinates-level proxy for the given identifiers.
</description>
</method>
<method name="remove_custom_data_layer">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<description>
Removes the custom data layer at index [code]layer_index[/code]. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="remove_navigation_layer">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<description>
Removes the navigation layer at index [code]layer_index[/code]. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="remove_occlusion_layer">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<description>
Removes the occlusion layer at index [code]layer_index[/code]. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="remove_pattern">
<return type="void" />
<argument index="0" name="index" type="int" />
<description>
Remove the [TileMapPattern] at the given index.
</description>
</method>
<method name="remove_physics_layer">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<description>
Removes the physics layer at index [code]layer_index[/code]. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="remove_source">
<return type="void" />
<argument index="0" name="source_id" type="int" />
<description>
Removes the source with the given source ID.
</description>
</method>
<method name="remove_source_level_tile_proxy">
<return type="void" />
<argument index="0" name="source_from" type="int" />
<description>
Removes a source-level tile proxy.
</description>
</method>
<method name="remove_terrain">
<return type="void" />
<argument index="0" name="terrain_set" type="int" />
<argument index="1" name="terrain_index" type="int" />
<description>
Removes the terrain at index [code]terrain_index[/code] in the given terrain set [code]terrain_set[/code]. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="remove_terrain_set">
<return type="void" />
<argument index="0" name="terrain_set" type="int" />
<description>
Removes the terrain set at index [code]terrain_set[/code]. Also updates the atlas tiles accordingly.
</description>
</method>
<method name="set_alternative_level_tile_proxy">
<return type="void" />
<argument index="0" name="source_from" type="int" />
<argument index="1" name="coords_from" type="Vector2i" />
<argument index="2" name="alternative_from" type="int" />
<argument index="3" name="source_to" type="int" />
<argument index="4" name="coords_to" type="Vector2i" />
<argument index="5" name="alternative_to" type="int" />
<description>
Create an alternative-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers.
This can be used to replace a tile in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target tile when one is available.
Proxied tiles can be automatically replaced in TileMap nodes using the editor.
</description>
</method>
<method name="set_coords_level_tile_proxy">
<return type="void" />
<argument index="0" name="p_source_from" type="int" />
<argument index="1" name="coords_from" type="Vector2i" />
<argument index="2" name="source_to" type="int" />
<argument index="3" name="coords_to" type="Vector2i" />
<description>
Creates a coordinates-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers. The alternative tile ID is kept the same when using coordinates-level proxies.
This can be used to replace a tile in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target tile when one is available.
Proxied tiles can be automatically replaced in TileMap nodes using the editor.
</description>
</method>
<method name="set_navigation_layer_layers">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<argument index="1" name="layers" type="int" />
<description>
Sets the navigation layers (as in the navigation server) for navigation regions is the given TileSet navigation layer.
</description>
</method>
<method name="set_occlusion_layer_light_mask">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<argument index="1" name="light_mask" type="int" />
<description>
Sets the occlusion layer (as in the rendering server) for occluders in the given TileSet occlusion layer.
</description>
</method>
<method name="set_occlusion_layer_sdf_collision">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<argument index="1" name="sdf_collision" type="bool" />
<description>
Enables or disables sdf collision for occluders in the given TileSet occlusion layer.
</description>
</method>
<method name="set_physics_layer_collision_layer">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<argument index="1" name="layer" type="int" />
<description>
Sets the physics layer (as in the physics server) for bodies in the given TileSet physics layer.
</description>
</method>
<method name="set_physics_layer_collision_mask">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<argument index="1" name="mask" type="int" />
<description>
Sets the physics layer (as in the physics server) for bodies in the given TileSet physics layer.
</description>
</method>
<method name="set_physics_layer_physics_material">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
<argument index="1" name="physics_material" type="PhysicsMaterial" />
<description>
Sets the physics material for bodies in the given TileSet physics layer.
</description>
</method>
<method name="set_source_id">
<return type="void" />
<argument index="0" name="source_id" type="int" />
<argument index="1" name="new_source_id" type="int" />
<description>
Changes a source's ID.
</description>
</method>
<method name="set_source_level_tile_proxy">
<return type="void" />
<argument index="0" name="source_from" type="int" />
<argument index="1" name="source_to" type="int" />
<description>
Creates a source-level proxy for the given source ID. A proxy will map set of tile identifiers to another set of identifiers. Both the atlac coordinates ID and the alternative tile ID are kept the same when using source-level proxies.
This can be used to replace a source in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target source when one is available.
Proxied tiles can be automatically replaced in TileMap nodes using the editor.
</description>
</method>
<method name="set_terrain_color">
<return type="void" />
<argument index="0" name="terrain_set" type="int" />
<argument index="1" name="terrain_index" type="int" />
<argument index="2" name="color" type="Color" />
<description>
Sets a terrain's color. This color is used for identifying the different terrains in the TileSet editor.
</description>
</method>
<method name="set_terrain_name">
<return type="void" />
<argument index="0" name="terrain_set" type="int" />
<argument index="1" name="terrain_index" type="int" />
<argument index="2" name="name" type="String" />
<description>
Sets a terrain's name.
</description>
</method>
<method name="set_terrain_set_mode">
<return type="void" />
<argument index="0" name="terrain_set" type="int" />
<argument index="1" name="mode" type="int" enum="TileSet.TerrainMode" />
<description>
Sets a terrain mode. Each mode determines which bits of a tile shape is used to match the neighbouring tiles' terrains.
</description>
</method>
</methods>
<members>
<member name="tile_layout" type="int" setter="set_tile_layout" getter="get_tile_layout" enum="TileSet.TileLayout" default="0">
For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), changes the way tiles are indexed in the TileMap grid.
</member>
<member name="tile_offset_axis" type="int" setter="set_tile_offset_axis" getter="get_tile_offset_axis" enum="TileSet.TileOffsetAxis" default="0">
For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), determines the offset axis.
</member>
<member name="tile_shape" type="int" setter="set_tile_shape" getter="get_tile_shape" enum="TileSet.TileShape" default="0">
The tile shape.
</member>
<member name="tile_size" type="Vector2i" setter="set_tile_size" getter="get_tile_size" default="Vector2i(16, 16)">
The tile size, in pixels. For all tile shapes, this size corresponds to the encompassing rectangle of the tile shape. This is thus the minimal cell size required in an atlas.
</member>
<member name="uv_clipping" type="bool" setter="set_uv_clipping" getter="is_uv_clipping" default="false">
Enables/Disable uv clipping when rendering the tiles.
</member>
</members>
<constants>
<constant name="TILE_SHAPE_SQUARE" value="0" enum="TileShape">
Rectangular tile shape.
</constant>
<constant name="TILE_SHAPE_ISOMETRIC" value="1" enum="TileShape">
Diamond tile shape (for isometric look).
</constant>
<constant name="TILE_SHAPE_HALF_OFFSET_SQUARE" value="2" enum="TileShape">
Rectangular tile shape with one row/column out of two offset by half a tile.
</constant>
<constant name="TILE_SHAPE_HEXAGON" value="3" enum="TileShape">
Hexagonal tile shape.
</constant>
<constant name="TILE_LAYOUT_STACKED" value="0" enum="TileLayout">
Tile coordinates layout where both axis stay consistent with their respective local horizontal and vertical axis.
</constant>
<constant name="TILE_LAYOUT_STACKED_OFFSET" value="1" enum="TileLayout">
Same as [code]TILE_LAYOUT_STAKED[/code], but the first half-offset is negative instead of positive.
</constant>
<constant name="TILE_LAYOUT_STAIRS_RIGHT" value="2" enum="TileLayout">
Tile coordinates layout where the horizontal axis stay horizontal, and the vertical one goes down-right.
</constant>
<constant name="TILE_LAYOUT_STAIRS_DOWN" value="3" enum="TileLayout">
Tile coordinates layout where the vertical axis stay vertical, and the horizontal one goes down-right.
</constant>
<constant name="TILE_LAYOUT_DIAMOND_RIGHT" value="4" enum="TileLayout">
Tile coordinates layout where the horizontal axis goes up-right, and the vertical one goes down-right.
</constant>
<constant name="TILE_LAYOUT_DIAMOND_DOWN" value="5" enum="TileLayout">
Tile coordinates layout where the horizontal axis goes down-right, and the vertical one goes down-left.
</constant>
<constant name="TILE_OFFSET_AXIS_HORIZONTAL" value="0" enum="TileOffsetAxis">
Horizontal half-offset.
</constant>
<constant name="TILE_OFFSET_AXIS_VERTICAL" value="1" enum="TileOffsetAxis">
Vertical half-offset.
</constant>
<constant name="CELL_NEIGHBOR_RIGHT_SIDE" value="0" enum="CellNeighbor">
Neighbor on the right side.
</constant>
<constant name="CELL_NEIGHBOR_RIGHT_CORNER" value="1" enum="CellNeighbor">
Neighbor in the right corner.
</constant>
<constant name="CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE" value="2" enum="CellNeighbor">
Neighbor on the bottom right side.
</constant>
<constant name="CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER" value="3" enum="CellNeighbor">
Neighbor in the bottom right corner.
</constant>
<constant name="CELL_NEIGHBOR_BOTTOM_SIDE" value="4" enum="CellNeighbor">
Neighbor on the bottom side.
</constant>
<constant name="CELL_NEIGHBOR_BOTTOM_CORNER" value="5" enum="CellNeighbor">
Neighbor in the bottom corner.
</constant>
<constant name="CELL_NEIGHBOR_BOTTOM_LEFT_SIDE" value="6" enum="CellNeighbor">
Neighbor on the bottom left side.
</constant>
<constant name="CELL_NEIGHBOR_BOTTOM_LEFT_CORNER" value="7" enum="CellNeighbor">
Neighbor in the bottom left corner.
</constant>
<constant name="CELL_NEIGHBOR_LEFT_SIDE" value="8" enum="CellNeighbor">
Neighbor on the left side.
</constant>
<constant name="CELL_NEIGHBOR_LEFT_CORNER" value="9" enum="CellNeighbor">
Neighbor in the left corner.
</constant>
<constant name="CELL_NEIGHBOR_TOP_LEFT_SIDE" value="10" enum="CellNeighbor">
Neighbor on the top left side.
</constant>
<constant name="CELL_NEIGHBOR_TOP_LEFT_CORNER" value="11" enum="CellNeighbor">
Neighbor in the top left corner.
</constant>
<constant name="CELL_NEIGHBOR_TOP_SIDE" value="12" enum="CellNeighbor">
Neighbor on the top side.
</constant>
<constant name="CELL_NEIGHBOR_TOP_CORNER" value="13" enum="CellNeighbor">
Neighbor in the top corner.
</constant>
<constant name="CELL_NEIGHBOR_TOP_RIGHT_SIDE" value="14" enum="CellNeighbor">
Neighbor on the top right side.
</constant>
<constant name="CELL_NEIGHBOR_TOP_RIGHT_CORNER" value="15" enum="CellNeighbor">
Neighbor in the top right corner.
</constant>
<constant name="TERRAIN_MODE_MATCH_CORNERS_AND_SIDES" value="0" enum="TerrainMode">
Requires both corners and side to match with neighboring tiles' terrains.
</constant>
<constant name="TERRAIN_MODE_MATCH_CORNERS" value="1" enum="TerrainMode">
Requires corners to match with neighboring tiles' terrains.
</constant>
<constant name="TERRAIN_MODE_MATCH_SIDES" value="2" enum="TerrainMode">
Requires sides to match with neighboring tiles' terrains.
</constant>
</constants>
</class>