PixelTileMapLayer
Extends TileMapLayer. Read from the plugin's source on every build.
A TileMapLayer painted with a tileset document’s tiles.
Give it a .tiles.tres and it paints with Godot’s own tile editor at once:
its tile_set is a PixelTileSet over the document, so the ground’s
artwork, collision, custom data and terrains follow the document as it is
drawn, in the editor and in a game the dock pushes a save to.
The layer’s tile_set stays an ordinary property. Setting the document reuses a PixelTileSet already
there, so a collision mask set on its physics layer survives a new
document; a tile_set that is not one is replaced.
Properties
document
@export var document: PixelTilesDocumentThe tileset document this layer paints with.
Methods
place_tile
func place_tile(at: Vector2i, tile: Variant) -> boolLays tile on the cell at, the atlas cell of its
PixelTile.cell on the set’s one source, and answers true; or
false, laying nothing, for no document or a tile it does not declare on its
sheet. tile is a PixelTile of document, or a tile’s name
as PixelTilesDocument.tile_named finds it, so a game’s script fills
a level by name: layer.place_tile(Vector2i(3, 4), "tree"). Clear a cell
with erase_cell.
tile_at
func tile_at(at: Vector2i) -> PixelTileThe tile of document laid on the cell at, or null for an
empty cell, one off the set’s source, or one whose atlas cell the document
no longer declares.
JamChip, by GlitterSnack. MIT licence. Built from the source on every merge. Its artwork and screenshots are made with JamChip.