Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

TileData

Inherits: Object

Settings for a single tile in a TileSet.

Description

TileData object represents a single tile in a TileSet. It is usually edited using the tileset editor, but it can be modified at runtime using TileMap._tile_data_runtime_update.

Properties

bool

flip_h

false

bool

flip_v

false

Material

material

Color

modulate

Color(1, 1, 1, 1)

float

probability

1.0

int

terrain

-1

int

terrain_set

-1

Vector2i

texture_origin

Vector2i(0, 0)

bool

transpose

false

int

y_sort_origin

0

int

z_index

0

Methods

void

add_collision_polygon(layer_id: int)

void

add_occluder_polygon(layer_id: int)

float

get_collision_polygon_one_way_margin(layer_id: int, polygon_index: int) const

PackedVector2Array

get_collision_polygon_points(layer_id: int, polygon_index: int) const

int

get_collision_polygons_count(layer_id: int) const

float

get_constant_angular_velocity(layer_id: int) const

Vector2

get_constant_linear_velocity(layer_id: int) const

Variant

get_custom_data(layer_name: String) const

Variant

get_custom_data_by_layer_id(layer_id: int) const

NavigationPolygon

get_navigation_polygon(layer_id: int, flip_h: bool = false, flip_v: bool = false, transpose: bool = false) const

OccluderPolygon2D

get_occluder(layer_id: int, flip_h: bool = false, flip_v: bool = false, transpose: bool = false) const

OccluderPolygon2D

get_occluder_polygon(layer_id: int, polygon_index: int, flip_h: bool = false, flip_v: bool = false, transpose: bool = false) const

int

get_occluder_polygons_count(layer_id: int) const

int

get_terrain_peering_bit(peering_bit: CellNeighbor) const

bool

is_collision_polygon_one_way(layer_id: int, polygon_index: int) const

bool

is_valid_terrain_peering_bit(peering_bit: CellNeighbor) const

void

remove_collision_polygon(layer_id: int, polygon_index: int)

void

remove_occluder_polygon(layer_id: int, polygon_index: int)

void

set_collision_polygon_one_way(layer_id: int, polygon_index: int, one_way: bool)

void

set_collision_polygon_one_way_margin(layer_id: int, polygon_index: int, one_way_margin: float)

void

set_collision_polygon_points(layer_id: int, polygon_index: int, polygon: PackedVector2Array)

void

set_collision_polygons_count(layer_id: int, polygons_count: int)

void

set_constant_angular_velocity(layer_id: int, velocity: float)

void

set_constant_linear_velocity(layer_id: int, velocity: Vector2)

void

set_custom_data(layer_name: String, value: Variant)

void

set_custom_data_by_layer_id(layer_id: int, value: Variant)

void

set_navigation_polygon(layer_id: int, navigation_polygon: NavigationPolygon)

void

set_occluder(layer_id: int, occluder_polygon: OccluderPolygon2D)

void

set_occluder_polygon(layer_id: int, polygon_index: int, polygon: OccluderPolygon2D)

void

set_occluder_polygons_count(layer_id: int, polygons_count: int)

void

set_terrain_peering_bit(peering_bit: CellNeighbor, terrain: int)


Signals

changed() 🔗

Emitted when any of the properties are changed.


Property Descriptions

bool flip_h = false 🔗

  • void set_flip_h(value: bool)

  • bool get_flip_h()

If true, the tile will have its texture flipped horizontally.


bool flip_v = false 🔗

  • void set_flip_v(value: bool)

  • bool get_flip_v()

If true, the tile will have its texture flipped vertically.


Material material 🔗

The Material to use for this TileData. This can be a CanvasItemMaterial to use the default shader, or a ShaderMaterial to use a custom shader.


Color modulate = Color(1, 1, 1, 1) 🔗

  • void set_modulate(value: Color)

  • Color get_modulate()

Color modulation of the tile.


float probability = 1.0 🔗

  • void set_probability(value: float)

  • float get_probability()

Relative probability of this tile being selected when drawing a pattern of random tiles.


int terrain = -1 🔗

  • void set_terrain(value: int)

  • int get_terrain()

ID of the terrain from the terrain set that the tile uses.


int terrain_set = -1 🔗

  • void set_terrain_set(value: int)

  • int get_terrain_set()

ID of the terrain set that the tile uses.


Vector2i texture_origin = Vector2i(0, 0) 🔗

Offsets the position of where the tile is drawn.


bool transpose = false 🔗

  • void set_transpose(value: bool)

  • bool get_transpose()

If true, the tile will display transposed, i.e. with horizontal and vertical texture UVs swapped.


int y_sort_origin = 0 🔗

  • void set_y_sort_origin(value: int)

  • int get_y_sort_origin()

Vertical point of the tile used for determining y-sorted order.


int z_index = 0 🔗

  • void set_z_index(value: int)

  • int get_z_index()

Ordering index of this tile, relative to TileMap.


Method Descriptions

void add_collision_polygon(layer_id: int) 🔗

Adds a collision polygon to the tile on the given TileSet physics layer.


void add_occluder_polygon(layer_id: int) 🔗

Adds an occlusion polygon to the tile on the TileSet occlusion layer with index layer_id.


float get_collision_polygon_one_way_margin(layer_id: int, polygon_index: int) const 🔗

Returns the one-way margin (for one-way platforms) of the polygon at index polygon_index for TileSet physics layer with index layer_id.


PackedVector2Array get_collision_polygon_points(layer_id: int, polygon_index: int) const 🔗

Returns the points of the polygon at index polygon_index for TileSet physics layer with index layer_id.


int get_collision_polygons_count(layer_id: int) const 🔗

Returns how many polygons the tile has for TileSet physics layer with index layer_id.


float get_constant_angular_velocity(layer_id: int) const 🔗

Returns the constant angular velocity applied to objects colliding with this tile.


Vector2 get_constant_linear_velocity(layer_id: int) const 🔗

Returns the constant linear velocity applied to objects colliding with this tile.


Variant get_custom_data(layer_name: String) const 🔗

Returns the custom data value for custom data layer named layer_name.


Variant get_custom_data_by_layer_id(layer_id: int) const 🔗

Returns the custom data value for custom data layer with index layer_id.


NavigationPolygon get_navigation_polygon(layer_id: int, flip_h: bool = false, flip_v: bool = false, transpose: bool = false) const 🔗

Returns the navigation polygon of the tile for the TileSet navigation layer with index layer_id.

flip_h, flip_v, and transpose allow transforming the returned polygon.


OccluderPolygon2D get_occluder(layer_id: int, flip_h: bool = false, flip_v: bool = false, transpose: bool = false) const 🔗

Deprecated: Use get_occluder_polygon instead.

Returns the occluder polygon of the tile for the TileSet occlusion layer with index layer_id.

flip_h, flip_v, and transpose allow transforming the returned polygon.


OccluderPolygon2D get_occluder_polygon(layer_id: int, polygon_index: int, flip_h: bool = false, flip_v: bool = false, transpose: bool = false) const 🔗

Returns the occluder polygon at index polygon_index from the TileSet occlusion layer with index layer_id.

The flip_h, flip_v, and transpose parameters can be true to transform the returned polygon.


int get_occluder_polygons_count(layer_id: int) const 🔗

Returns the number of occluder polygons of the tile in the TileSet occlusion layer with index layer_id.


int get_terrain_peering_bit(peering_bit: CellNeighbor) const 🔗

Returns the tile's terrain bit for the given peering_bit direction. To check that a direction is valid, use is_valid_terrain_peering_bit.


bool is_collision_polygon_one_way(layer_id: int, polygon_index: int) const 🔗

Returns whether one-way collisions are enabled for the polygon at index polygon_index for TileSet physics layer with index layer_id.


bool is_valid_terrain_peering_bit(peering_bit: CellNeighbor) const 🔗

Returns whether the given peering_bit direction is valid for this tile.


void remove_collision_polygon(layer_id: int, polygon_index: int) 🔗

Removes the polygon at index polygon_index for TileSet physics layer with index layer_id.


void remove_occluder_polygon(layer_id: int, polygon_index: int) 🔗

Removes the polygon at index polygon_index for TileSet occlusion layer with index layer_id.


void set_collision_polygon_one_way(layer_id: int, polygon_index: int, one_way: bool) 🔗

Enables/disables one-way collisions on the polygon at index polygon_index for TileSet physics layer with index layer_id.


void set_collision_polygon_one_way_margin(layer_id: int, polygon_index: int, one_way_margin: float) 🔗

Sets the one-way margin (for one-way platforms) of the polygon at index polygon_index for TileSet physics layer with index layer_id.


void set_collision_polygon_points(layer_id: int, polygon_index: int, polygon: PackedVector2Array) 🔗

Sets the points of the polygon at index polygon_index for TileSet physics layer with index layer_id.


void set_collision_polygons_count(layer_id: int, polygons_count: int) 🔗

Sets the polygons count for TileSet physics layer with index layer_id.


void set_constant_angular_velocity(layer_id: int, velocity: float) 🔗

Sets the constant angular velocity. This does not rotate the tile. This angular velocity is applied to objects colliding with this tile.


void set_constant_linear_velocity(layer_id: int, velocity: Vector2) 🔗

Sets the constant linear velocity. This does not move the tile. This linear velocity is applied to objects colliding with this tile. This is useful to create conveyor belts.


void set_custom_data(layer_name: String, value: Variant) 🔗

Sets the tile's custom data value for the TileSet custom data layer with name layer_name.


void set_custom_data_by_layer_id(layer_id: int, value: Variant) 🔗

Sets the tile's custom data value for the TileSet custom data layer with index layer_id.


void set_navigation_polygon(layer_id: int, navigation_polygon: NavigationPolygon) 🔗

Sets the navigation polygon for the TileSet navigation layer with index layer_id.


void set_occluder(layer_id: int, occluder_polygon: OccluderPolygon2D) 🔗

Deprecated: Use set_occluder_polygon instead.

Sets the occluder for the TileSet occlusion layer with index layer_id.


void set_occluder_polygon(layer_id: int, polygon_index: int, polygon: OccluderPolygon2D) 🔗

Sets the occluder for polygon with index polygon_index in the TileSet occlusion layer with index layer_id.


void set_occluder_polygons_count(layer_id: int, polygons_count: int) 🔗

Sets the occluder polygon count in the TileSet occlusion layer with index layer_id.


void set_terrain_peering_bit(peering_bit: CellNeighbor, terrain: int) 🔗

Sets the tile's terrain bit for the given peering_bit direction. To check that a direction is valid, use is_valid_terrain_peering_bit.