PixelTileSet
Extends TileSet. Read from the plugin's source on every build.
A TileSet that is a tileset document, kept in step with it.
Its atlas source 0 is the document’s sheet as a PixelSpriteTexture, cut
at the sheet’s grid, with a tile per PixelTile the document declares:
each tile’s collision on physics layer 0, its custom data on a layer per
key, its terrain and peering bits on a terrain set per mode. Draw on the
sheet and the tiles redraw; declare a tile, give it a polygon or a value,
and the set has it on the next idle frame. Nothing is exported.
The set saves no tiles of its own. The document holds every one of them, so a scene holding this set
stores document and the layers’ own settings, a collision mask or
a terrain’s colour, and loading it rebuilds the tiles from the document.
A tile added in Godot’s TileSet editor on a cell the document does not
declare is kept by every rebuild, until the scene is loaded again, and a
change there to a tile the document declares is gone at the next rebuild;
either pushes one warning per set naming the Tiles editor.
Properties
document
@export var document: PixelTilesDocumentThe tileset document this set is built from.
Methods
rebuild
func rebuild() -> voidLays the document’s tiles onto the set. Public because a caller that has changed a document behind its signals can ask for it.
sheet_texture
func sheet_texture() -> PixelSpriteTextureThe texture the atlas draws, the sheet composited.
Signals
document_changed
signal document_changedThe rebuild has landed: after rebuild, or after the rebuild a
change to the document queued.
Constants
ATLAS_ID
const ATLAS_ID := 0The id of the one atlas source the set builds, the sheet: a cell laid
with set_cell names it, as PixelTileMapLayer.place_tile does.
JamChip, by GlitterSnack. MIT licence. Built from the source on every merge. Its artwork and screenshots are made with JamChip.