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TileMap ​

Deprecated: Use multiple TileMapLayer nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.

Inherits: Node2D < CanvasItem < Node < Object

Node for 2D tile-based maps.

Description

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 update_internals.

Tutorials

Properties

bool

collision_animatable

false

VisibilityMode

collision_visibility_mode

0

VisibilityMode

navigation_visibility_mode

0

int

rendering_quadrant_size

16

TileSet

tile_set

Methods

void

_tile_data_runtime_update(layer: int, coords: Vector2i, tile_data: TileData) virtual

bool

_use_tile_data_runtime_update(layer: int, coords: Vector2i) virtual

void

add_layer(to_position: int)

void

clear()

void

clear_layer(layer: int)

void

erase_cell(layer: int, coords: Vector2i)

void

fix_invalid_tiles()

void

force_update(layer: int = -1)

int

get_cell_alternative_tile(layer: int, coords: Vector2i, use_proxies: bool = false) const

Vector2i

get_cell_atlas_coords(layer: int, coords: Vector2i, use_proxies: bool = false) const

int

get_cell_source_id(layer: int, coords: Vector2i, use_proxies: bool = false) const

TileData

get_cell_tile_data(layer: int, coords: Vector2i, use_proxies: bool = false) const

Vector2i

get_coords_for_body_rid(body: RID)

int

get_layer_for_body_rid(body: RID)

Color

get_layer_modulate(layer: int) const

String

get_layer_name(layer: int) const

RID

get_layer_navigation_map(layer: int) const

int

get_layer_y_sort_origin(layer: int) const

int

get_layer_z_index(layer: int) const

int

get_layers_count() const

RID

get_navigation_map(layer: int) const

Vector2i

get_neighbor_cell(coords: Vector2i, neighbor: CellNeighbor) const

TileMapPattern

get_pattern(layer: int, coords_array: Array[Vector2i])

Array[Vector2i]

get_surrounding_cells(coords: Vector2i)

Array[Vector2i]

get_used_cells(layer: int) const

Array[Vector2i]

get_used_cells_by_id(layer: int, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = -1) const

Rect2i

get_used_rect() const

bool

is_layer_enabled(layer: int) const

bool

is_layer_navigation_enabled(layer: int) const

bool

is_layer_y_sort_enabled(layer: int) const

Vector2i

local_to_map(local_position: Vector2) const

Vector2i

map_pattern(position_in_tilemap: Vector2i, coords_in_pattern: Vector2i, pattern: TileMapPattern)

Vector2

map_to_local(map_position: Vector2i) const

void

move_layer(layer: int, to_position: int)

void

notify_runtime_tile_data_update(layer: int = -1)

void

remove_layer(layer: int)

void

set_cell(layer: int, coords: Vector2i, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = 0)

void

set_cells_terrain_connect(layer: int, cells: Array[Vector2i], terrain_set: int, terrain: int, ignore_empty_terrains: bool = true)

void

set_cells_terrain_path(layer: int, path: Array[Vector2i], terrain_set: int, terrain: int, ignore_empty_terrains: bool = true)

void

set_layer_enabled(layer: int, enabled: bool)

void

set_layer_modulate(layer: int, modulate: Color)

void

set_layer_name(layer: int, name: String)

void

set_layer_navigation_enabled(layer: int, enabled: bool)

void

set_layer_navigation_map(layer: int, map: RID)

void

set_layer_y_sort_enabled(layer: int, y_sort_enabled: bool)

void

set_layer_y_sort_origin(layer: int, y_sort_origin: int)

void

set_layer_z_index(layer: int, z_index: int)

void

set_navigation_map(layer: int, map: RID)

void

set_pattern(layer: int, position: Vector2i, pattern: TileMapPattern)

void

update_internals()


Signals

changed() 🔗

Emitted when the TileSet of this TileMap changes.


Enumerations

enum VisibilityMode: 🔗

VisibilityMode VISIBILITY_MODE_DEFAULT = 0

Use the debug settings to determine visibility.

VisibilityMode VISIBILITY_MODE_FORCE_HIDE = 2

Always hide.

VisibilityMode VISIBILITY_MODE_FORCE_SHOW = 1

Always show.


Property Descriptions

bool collision_animatable = false 🔗

  • void set_collision_animatable(value: bool)

  • bool is_collision_animatable()

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 collision_animatable may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.


VisibilityMode collision_visibility_mode = 0 🔗

Show or hide the TileMap's collision shapes. If set to VISIBILITY_MODE_DEFAULT, this depends on the show collision debug settings.


VisibilityMode navigation_visibility_mode = 0 🔗

Show or hide the TileMap's navigation meshes. If set to VISIBILITY_MODE_DEFAULT, this depends on the show navigation debug settings.


int rendering_quadrant_size = 16 🔗

  • void set_rendering_quadrant_size(value: int)

  • int get_rendering_quadrant_size()

The TileMap's quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. rendering_quadrant_size defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together 16 * 16 = 256 tiles.

The quadrant size does not apply on Y-sorted layers, as tiles are 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.


TileSet tile_set 🔗

The TileSet used by this TileMap. The textures, collisions, and additional behavior of all available tiles are stored here.


Method Descriptions

void _tile_data_runtime_update(layer: int, coords: Vector2i, tile_data: TileData) virtual 🔗

Called with a TileData object about to be used internally by the TileMap, allowing its modification at runtime.

This method is only called if _use_tile_data_runtime_update is implemented and returns true for the given tile coords and layer.

Warning: The 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.

Note: If the properties of tile_data object should change over time, use notify_runtime_tile_data_update to notify the TileMap it needs an update.


bool _use_tile_data_runtime_update(layer: int, coords: Vector2i) virtual 🔗

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 notify_runtime_tile_data_update to notify the TileMap it needs an update.


void add_layer(to_position: int) 🔗

Adds a layer at the given position to_position in the array. If to_position is negative, the position is counted from the end, with -1 adding the layer at the end of the array.


void clear() 🔗

Clears all cells.


void clear_layer(layer: int) 🔗

Clears all cells on the given layer.

If layer is negative, the layers are accessed from the last one.


void erase_cell(layer: int, coords: Vector2i) 🔗

Erases the cell on layer layer at coordinates coords.

If layer is negative, the layers are accessed from the last one.


void fix_invalid_tiles() 🔗

Clears cells that do not exist in the tileset.


void force_update(layer: int = -1) 🔗

Deprecated: Use notify_runtime_tile_data_update and/or update_internals instead.

Forces the TileMap and the layer layer to update.


int get_cell_alternative_tile(layer: int, coords: Vector2i, use_proxies: bool = false) const 🔗

Returns the tile alternative ID of the cell on layer layer at coords.

If use_proxies is false, ignores the TileSet's tile proxies, returning the raw alternative identifier. See TileSet.map_tile_proxy.

If layer is negative, the layers are accessed from the last one.


Vector2i get_cell_atlas_coords(layer: int, coords: Vector2i, use_proxies: bool = false) const 🔗

Returns the tile atlas coordinates ID of the cell on layer layer at coordinates coords. Returns Vector2i(-1, -1) if the cell does not exist.

If use_proxies is false, ignores the TileSet's tile proxies, returning the raw atlas coordinate identifier. See TileSet.map_tile_proxy.

If layer is negative, the layers are accessed from the last one.


int get_cell_source_id(layer: int, coords: Vector2i, use_proxies: bool = false) const 🔗

Returns the tile source ID of the cell on layer layer at coordinates coords. Returns -1 if the cell does not exist.

If use_proxies is false, ignores the TileSet's tile proxies, returning the raw source identifier. See TileSet.map_tile_proxy.

If layer is negative, the layers are accessed from the last one.


TileData get_cell_tile_data(layer: int, coords: Vector2i, use_proxies: bool = false) const 🔗

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.

gdscript
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 0

If use_proxies is false, ignores the TileSet's tile proxies. See TileSet.map_tile_proxy.


Vector2i get_coords_for_body_rid(body: RID) 🔗

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


int get_layer_for_body_rid(body: RID) 🔗

Returns the tilemap layer of the tile for given physics body RID. Such RID can be retrieved from KinematicCollision2D.get_collider_rid, when colliding with a tile.


Color get_layer_modulate(layer: int) const 🔗

Returns a TileMap layer's modulate.

If layer is negative, the layers are accessed from the last one.


String get_layer_name(layer: int) const 🔗

Returns a TileMap layer's name.

If layer is negative, the layers are accessed from the last one.


RID get_layer_navigation_map(layer: int) const 🔗

Returns the RID of the NavigationServer2D navigation map assigned to the specified TileMap layer 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 NavigationAgent2D.set_navigation_map with the navigation map received from get_layer_navigation_map.

If layer is negative, the layers are accessed from the last one.


int get_layer_y_sort_origin(layer: int) const 🔗

Returns a TileMap layer's Y sort origin.

If layer is negative, the layers are accessed from the last one.


int get_layer_z_index(layer: int) const 🔗

Returns a TileMap layer's Z-index value.

If layer is negative, the layers are accessed from the last one.


int get_layers_count() const 🔗

Returns the number of layers in the TileMap.


RID get_navigation_map(layer: int) const 🔗

Deprecated: Use get_layer_navigation_map instead.

Returns the RID of the NavigationServer2D navigation map assigned to the specified TileMap layer layer.


Vector2i get_neighbor_cell(coords: Vector2i, neighbor: CellNeighbor) const 🔗

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.


TileMapPattern get_pattern(layer: int, coords_array: 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.


Array[Vector2i] get_surrounding_cells(coords: Vector2i) 🔗

Returns the list of all neighbourings cells to the one at coords.


Array[Vector2i] get_used_cells(layer: int) const 🔗

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.


Array[Vector2i] get_used_cells_by_id(layer: int, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = -1) const 🔗

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 (source_id), their atlas coordinates (atlas_coords) or alternative id (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 value, this method returns the same result as get_used_cells.

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.


Rect2i get_used_rect() const 🔗

Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.


bool is_layer_enabled(layer: int) const 🔗

Returns if a layer is enabled.

If layer is negative, the layers are accessed from the last one.


bool is_layer_navigation_enabled(layer: int) const 🔗

Returns if a layer's built-in navigation regions generation is enabled.


bool is_layer_y_sort_enabled(layer: int) const 🔗

Returns if a layer Y-sorts its tiles.

If layer is negative, the layers are accessed from the last one.


Vector2i local_to_map(local_position: Vector2) const 🔗

Returns the map coordinates of the cell containing the given local_position. If local_position is in global coordinates, consider using Node2D.to_local before passing it to this method. See also map_to_local.


Vector2i map_pattern(position_in_tilemap: Vector2i, coords_in_pattern: Vector2i, pattern: TileMapPattern) 🔗

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


Vector2 map_to_local(map_position: Vector2i) const 🔗

Returns the centered position of a cell in the TileMap's local coordinate space. To convert the returned value into global coordinates, use Node2D.to_global. See also local_to_map.

Note: This may not correspond to the visual position of the tile, i.e. it ignores the TileData.texture_origin property of individual tiles.


void move_layer(layer: int, to_position: int) 🔗

Moves the layer at index layer to the given position to_position in the array.


void notify_runtime_tile_data_update(layer: int = -1) 🔗

Notifies the TileMap node that calls to _use_tile_data_runtime_update or _tile_data_runtime_update 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 update_internals).


void remove_layer(layer: int) 🔗

Removes the layer at index layer.


void set_cell(layer: int, coords: Vector2i, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = 0) 🔗

Sets the tile identifiers for the cell on layer layer at coordinates coords. Each tile of the TileSet is identified using three parts:

If source_id is set to -1, atlas_coords to Vector2i(-1, -1) or alternative_tile 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.


void set_cells_terrain_connect(layer: int, cells: Array[Vector2i], terrain_set: int, terrain: int, ignore_empty_terrains: bool = true) 🔗

Update all the cells in the cells coordinates array so that they use the given terrain for the given 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 ignore_empty_terrains 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.


void set_cells_terrain_path(layer: int, path: Array[Vector2i], terrain_set: int, terrain: int, ignore_empty_terrains: bool = true) 🔗

Update all the cells in the path coordinates array so that they use the given terrain for the given 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 ignore_empty_terrains 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.


void set_layer_enabled(layer: int, enabled: 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.


void set_layer_modulate(layer: int, modulate: 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.


void set_layer_name(layer: int, name: 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.


void set_layer_navigation_enabled(layer: int, enabled: 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.


void set_layer_navigation_map(layer: int, map: RID) 🔗

Assigns map as a NavigationServer2D navigation map for the specified TileMap layer 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 NavigationAgent2D.set_navigation_map with the navigation map received from get_layer_navigation_map.

If layer is negative, the layers are accessed from the last one.


void set_layer_y_sort_enabled(layer: int, y_sort_enabled: 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.


void set_layer_y_sort_origin(layer: int, y_sort_origin: 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.


void set_layer_z_index(layer: int, z_index: 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.


void set_navigation_map(layer: int, map: RID) 🔗

Deprecated: Use set_layer_navigation_map instead.

Assigns map as a NavigationServer2D navigation map for the specified TileMap layer layer.


void set_pattern(layer: int, position: Vector2i, pattern: 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.


void update_internals() 🔗

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.