diff --git a/doc/base/classes.xml b/doc/base/classes.xml index 9f14f6cecff7..008d2e3503b3 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -52317,11 +52317,10 @@ - Node for 2D tile-based games. + Node for 2D tile-based maps. - Node for 2D tile-based games. Tilemaps use a [TileSet] which contain a list of tiles (textures, their rect and a collision) and are used to create complex grid-based maps. - To optimize drawing and culling (sort of like [GridMap]), you can specify a quadrant size, so chunks of the map will be batched together at drawing time. + Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps. @@ -52764,40 +52763,55 @@ + The custom [Transform2D] to be applied to the TileMap's cells. + Amount to offset alternating tiles. Uses HALF_OFFSET_* constants. Default value: HALF_OFFSET_DISABLED. + The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size. Default value: 16. + The TileMap's cell size. + Position for tile origin. Uses TILE_ORIGIN_* constants. Default value: TILE_ORIGIN_TOP_LEFT. + If [code]true[/code] the TileMap's children will be drawn in order of their Y coordinate. Default value: [code]false[/code]. + Bounce value for static body collisions (see [code]collision_use_kinematic[/code]). Default value: 0. + Friction value for static body collisions (see [code]collision_use_kinematic[/code]). Default value: 1. + The collision layer(s) for all colliders in the TileMap. + The collision mask(s) for all colliders in the TileMap. + If [code]true[/code] TileMap collisions will be handled as a kinematic body. If [code]false[/code] collisions will be handled as static body. Default value: [code]false[/code]. + The TileMap orientation mode. Uses MODE_* constants. Default value: MODE_SQUARE. + The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s). + A [PoolIntArray] containing + The assigned [TileSet]. - Signal indicating that a tilemap setting has changed. + Emitted when a tilemap setting has changed.