using_tilemaps.rst 18 KB

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  1. .. _doc_using_tilemaps:
  2. Using TileMaps
  3. ==============
  4. .. seealso::
  5. This page assumes you have created or downloaded a TileSet already. If not,
  6. please read :ref:`doc_using_tilesets` first as you will need a TileSet
  7. to create a TileMap.
  8. Introduction
  9. ------------
  10. A tilemap is a grid of tiles used to create a game's layout. There are several
  11. benefits to using :ref:`TileMap <class_TileMap>` nodes to design your levels.
  12. First, they make it possible to draw the layout by "painting" the tiles onto a
  13. grid, which is much faster than placing individual :ref:`Sprite2D <class_Sprite2D>`
  14. nodes one by one. Second, they allow for much larger levels because they are
  15. optimized for drawing large numbers of tiles. Finally, you can add collision,
  16. occlusion, and navigation shapes to tiles, adding greater functionality to
  17. the TileMap.
  18. Specifying the TileSet in the TileMap
  19. -------------------------------------
  20. If you've followed the previous page on :ref:`doc_using_tilesets`, you should
  21. have a TileSet resource that is built-in to the TileMap node. This is good for
  22. prototyping, but in a real world project, you will generally have multiple
  23. levels reusing the same tileset.
  24. The recommended way to reuse the same TileSet in several TileMap nodes is to save
  25. the TileSet to an external resource. To do so, click the dropdown next to the TileSet
  26. resource and choose **Save**:
  27. .. figure:: img/using_tilemaps_save_tileset_to_resource.webp
  28. :align: center
  29. :alt: Saving the built-in TileSet resource to an external resource file
  30. Saving the built-in TileSet resource to an external resource file
  31. Creating TileMap layers
  32. -----------------------
  33. As of Godot 4.0, you can place several *layers* in a single TileMap node. For
  34. example, this allows you to distinguish foreground tiles from background tiles
  35. for better organization. You can place one tile per layer at a given location,
  36. which allows you to overlap several tiles together if you have more than one layer.
  37. By default, a TileMap node automatically has one premade layer. You do not have
  38. to create additional layers if you only need a single layer, but if you wish to
  39. do so now, select the TileMap node and unfold the **Layers** section in the
  40. inspector:
  41. .. figure:: img/using_tilemaps_create_layers.webp
  42. :align: center
  43. :alt: Creating layers in a TileMap node (example with "background" and "foreground")
  44. Creating layers in a TileMap node (example with "background" and "foreground")
  45. Each layer has several properties you can adjust:
  46. - **Name:** A human-readable name to display in the TileMap editor. This can be
  47. something like "background", "buildings", "vegetation", etc.
  48. - **Enabled:** If ``true``, the layer is visible in the editor and when running
  49. the project.
  50. - **Modulate:** The color to use as a multiplier for all tiles on the layer.
  51. This is also multiplied with the per-tile **Modulate** property and the
  52. TileMap node's **Modulate** property. For example, you can use this to darken
  53. background tiles to make foreground tiles stand out more.
  54. - **Y Sort Enabled:** If ``true``, sorts tiles based on their Y position on the
  55. TileMap. This can be used to prevent sorting issues with certain tile setups,
  56. especially with isometric tiles.
  57. - **Y Sort Origin:** The vertical offset to use for Y-sorting on each tile (in pixels).
  58. Only effective if **Y Sort Enabled** is ``true``.
  59. - **Z Index:** Controls whether this layer is drawn in front of or behind other
  60. TileMap layers. This value can be positive or negative; the layer with the highest Z
  61. Index is drawn on top of other layers. If several layers have an equal Z Index
  62. property, the layer that is *last* in the list of layers (the one which
  63. appears at the bottom in the list) is drawn on top.
  64. You can reorder layers by drag-and-dropping the "three horizontal bars" icon on
  65. the left of the entries in the **Layers** section.
  66. .. note::
  67. You can create, rename or reorder layers in the future without affecting
  68. existing tiles. Be careful though, as *removing* a layer will also remove
  69. all tiles that were placed on the layer.
  70. Opening the TileMap editor
  71. --------------------------
  72. Select the TileMap node, then open the TileMap panel at the bottom
  73. of the editor:
  74. .. figure:: img/using_tilemaps_open_tilemap_editor.webp
  75. :align: center
  76. :alt: Opening the TileMap panel at the bottom of the editor. The TileMap node must be selected first.
  77. Opening the TileMap panel at the bottom of the editor. The TileMap node must be selected first.
  78. Selecting tiles to use for painting
  79. -----------------------------------
  80. First, if you've created additional layers above, make sure you've selected the
  81. layer you wish to paint on:
  82. .. figure:: img/using_tilemaps_select_layer.webp
  83. :align: center
  84. :alt: Selecting a layer to paint on in the TileMap editor
  85. Selecting a layer to paint on in the TileMap editor
  86. .. tip::
  87. In the 2D editor, the layers you aren't currently editing from the same
  88. TileMap node will appear grayed out while in the TileMap editor. You can
  89. disable this behavior by clicking the icon next to the layer selection menu
  90. (**Highlight Selected TileMap Layer** tooltip).
  91. You can skip the above step if you haven't created additional layers, as the
  92. first layer is automatically selected when entering the TileMap editor.
  93. Before you can place tiles in the 2D editor, you must select one or more tiles
  94. in the TileMap panel located at the bottom of the editor. To do so, click a tile
  95. in the TileMap panel, or hold down the mouse button to select multiple tiles:
  96. .. figure:: img/using_tilemaps_select_single_tile_from_tileset.webp
  97. :align: center
  98. :alt: Selecting a tile in the TileMap editor by clicking it
  99. Selecting a tile in the TileMap editor by clicking it
  100. .. tip::
  101. Like in the 2D and TileSet editors, you can pan across the TileMap panel using
  102. the middle or right mouse buttons, and zoom using the mouse wheel or buttons in
  103. the top-left corner.
  104. You can also hold down :kbd:`Shift` to append to the current selection. When
  105. selecting more than one tile, multiple tiles will be placed every time you
  106. perform a painting operation. This can be used to paint structures composed of
  107. multiple tiles in a single click (such as large platforms or trees).
  108. The final selection does not have to be contiguous: if there is empty space
  109. between selected tiles, it will be left empty in the pattern that will be
  110. painted in the 2D editor.
  111. .. figure:: img/using_tilemaps_select_multiple_tiles_from_tileset.webp
  112. :align: center
  113. :alt: Selecting multiple tiles in the TileMap editor by holding down the left mouse button
  114. Selecting multiple tiles in the TileMap editor by holding down the left mouse button
  115. If you've created alternative tiles in your TileSet, you can select them for
  116. painting on the right of the base tiles:
  117. .. figure:: img/using_tilemaps_use_alternative_tile.webp
  118. :align: center
  119. :alt: Selecting an alternative tile in the TileMap editor
  120. Selecting an alternative tile in the TileMap editor
  121. Lastly, if you've created a *scenes collection* in the TileSet, you can place scene tiles in the TileMap:
  122. .. figure:: img/using_tilemaps_placing_scene_tiles.webp
  123. :align: center
  124. :alt: Placing a scene tile containing particles using the TileMap editor
  125. Placing a scene tile containing particles using the TileMap editor
  126. Painting modes and tools
  127. ------------------------
  128. Using the toolbar at the top of the TileMap editor, you can choose between
  129. several painting modes and tools. These modes affect operation when clicking in
  130. the 2D editor, **not** the TileMap panel itself.
  131. From left to right, the painting modes and tools you can choose are:
  132. Selection
  133. ^^^^^^^^^
  134. Select tiles by clicking a single tile, or by holding down the left mouse button to
  135. select multiple with a rectangle in the 2D editor. Note that empty space cannot be
  136. selected: if you create a rectangle selection, only non-empty tiles will be selected.
  137. To append to the current selection, hold :kbd:`Shift` then select a tile.
  138. To remove from the current selection, hold :kbd:`Ctrl` then select a tile.
  139. The selection can then be used in any other painting mode to quickly create copies
  140. of an already-placed pattern.
  141. You can remove the selected tiles from the TileMap by pressing :kbd:`Del`.
  142. You can toggle this mode temporarily while in Paint mode by holding :kbd:`Ctrl`
  143. then performing a selection.
  144. .. tip::
  145. You can copy and paste tiles that were already placed by performing a
  146. selection, pressing :kbd:`Ctrl + C` then pressing :kbd:`Ctrl + V`.
  147. The selection will be pasted after left-clicking. You can press
  148. :kbd:`Ctrl + V` another time to perform more copies this way.
  149. Right-click or press :kbd:`Escape` to cancel pasting.
  150. Paint
  151. ^^^^^
  152. The standard Paint mode allows you to place tiles by clicking or holding
  153. down the left mouse button.
  154. If you right-click, the currently selected tile will be erased from the tilemap.
  155. In other words, it will be replaced by empty space.
  156. If you have selected multiple tiles in the TileMap or using the Selection tool,
  157. they will be placed every time you click or drag the mouse while holding down
  158. the left mouse button.
  159. .. tip::
  160. While in Paint mode, you can draw a line by holding :kbd:`Shift` *before*
  161. holding down the left mouse button, then dragging the mouse to the line's end
  162. point. This is identical to using the Line tool described below.
  163. You can also draw a rectangle by holding :kbd:`Ctrl` and :kbd:`Shift`
  164. *before* holding down the left mouse button, then dragging the mouse to the
  165. rectangle's end point. This is identical to using the Rectangle tool
  166. described below.
  167. Lastly, you can pick existing tiles in the 2D editor by holding :kbd:`Ctrl`
  168. then clicking on a tile (or holding and dragging the mouse).
  169. This will switch the currently painted tile(s) to the tile(s) you've just clicked.
  170. This is identical to using the Picker tool described below.
  171. Line
  172. ^^^^
  173. After selecting Line Paint mode, you can draw in a line that is
  174. always 1 tile thick (no matter its orientation).
  175. If you right-click while in Line Paint mode, you will erase in a line.
  176. If you have selected multiple tiles in the TileMap or using the Selection tool,
  177. you can place them in a repeating pattern across the line.
  178. You can toggle this mode temporarily while in Paint or Eraser mode by holding
  179. :kbd:`Shift` then drawing.
  180. .. figure:: img/using_tilesets_line_tool_multiple_tiles.webp
  181. :align: center
  182. :alt: Using the line tool after selecting two tiles to draw platforms diagonally
  183. Using the line tool after selecting two tiles to draw platforms diagonally
  184. Rectangle
  185. ^^^^^^^^^
  186. After selecting Rectangle Paint mode, you can draw in an axis-aligned
  187. rectangle.
  188. If you right-click while in Rectangle Paint mode, you will erase in
  189. an axis-aligned rectangle.
  190. If you have selected multiple tiles in the TileMap or using the Selection tool,
  191. you can place them in a repeating pattern within the rectangle.
  192. You can toggle this mode temporarily while in Paint or Eraser mode by holding
  193. :kbd:`Ctrl` and :kbd:`Shift` then drawing.
  194. Bucket Fill
  195. ^^^^^^^^^^^
  196. After selecting Bucket Fill mode, you can choose whether painting should be
  197. limited to contiguous areas only by toggling the **Contiguous** checkbox that
  198. appears on the right of the toolbar.
  199. If you enable **Contiguous** (the default), only matching tiles that touch the
  200. current selection will be replaced. This contiguous check is performed
  201. horizontally and vertically, but *not* diagonally.
  202. If you disable **Contiguous**, all tiles with the same ID in the entire TileMap will
  203. be replaced by the currently selected tile. If selecting an empty tile with
  204. **Contiguous** unchecked, all tiles in the rectangle that encompasses the
  205. TileMap's effective area will be replaced instead.
  206. If you right-click while in Bucket Fill mode, you will replace matching tiles
  207. with empty tiles.
  208. If you have selected multiple tiles in the TileMap or using the Selection tool,
  209. you can place them in a repeating pattern within the filled area.
  210. .. figure:: img/using_tilemaps_bucket_fill.webp
  211. :align: center
  212. :alt: Using the Bucket Fill tool
  213. Using the Bucket Fill tool
  214. Picker
  215. ^^^^^^
  216. After selecting Picker mode, you can pick existing tiles in the 2D editor by
  217. holding :kbd:`Ctrl` then clicking on a tile. This will switch the currently
  218. painted tile to the tile you've just clicked. You can also pick multiple tiles
  219. at once by holding down the left mouse button and forming a rectangle selection.
  220. Only non-empty tiles can be picked.
  221. You can toggle this mode temporarily while in Paint mode by holding :kbd:`Ctrl`
  222. then clicking or dragging the mouse.
  223. Eraser
  224. ^^^^^^
  225. This mode is combined with any other painting mode (Paint, Line, Rectangle,
  226. Bucket Fill). When eraser mode is enabled, tiles will be replaced by empty tiles
  227. instead of drawing new lines when left-clicking.
  228. You can toggle this mode temporarily while in any other mode by right-clicking
  229. instead of left-clicking.
  230. Painting randomly using scattering
  231. ----------------------------------
  232. While painting, you can optionally enable *randomization*. When enabled,
  233. a random tile will be chosen between all the currently selected tiles when
  234. painting. This is supported with the Paint, Line, Rectangle and Bucket Fill
  235. tools. For effective paint randomization, you must select multiple tiles
  236. in the TileMap editor or use scattering (both approaches can be combined).
  237. If **Scattering** is set to a value greater than 0, there is a chance that no tile
  238. will be placed when painting. This can be used to add occasional, non-repeating
  239. detail to large areas (such as adding grass or crumbs on a large top-down
  240. TileMap).
  241. Example when using Paint mode:
  242. .. figure:: img/using_tilemaps_scatter_tiles.webp
  243. :align: center
  244. :alt: Selecting from several times to randomly choose, then painting by holding down the left mouse button
  245. Selecting from several times to randomly choose, then painting by holding down the left mouse button
  246. Example when using Bucket Fill mode:
  247. .. figure:: img/using_tilemaps_bucket_fill_scatter.webp
  248. :align: center
  249. :alt: Using Bucket Fill tool with a single tile, but with randomization and scattering enabled
  250. Using Bucket Fill tool with a single tile, but with randomization and scattering enabled
  251. .. note::
  252. Eraser mode does not take randomization and scattering into account.
  253. All tiles within the selection are always removed.
  254. Saving and loading premade tile placements using patterns
  255. ---------------------------------------------------------
  256. While you can copy and paste tiles while in Select mode, you may wish to save
  257. premade *patterns* of tiles to place together in a go. This can be done on a
  258. per-TileMap basis by choosing the **Patterns** tab of the TileMap editor.
  259. To create a new pattern, switch to Select mode, perform a selection and press
  260. :kbd:`Ctrl + C`. Click on empty space within the Patterns tab (a blue focus
  261. rectangle should appear around the empty space), then press :kbd:`Ctrl + V`:
  262. .. figure:: img/using_tilemaps_create_pattern.webp
  263. :align: center
  264. :alt: Creating a new pattern from a selection in the TileMap editor
  265. Creating a new pattern from a selection in the TileMap editor
  266. To use an existing pattern, click its image in the **Patterns** tab, switch to
  267. any painting mode, then left-click somewhere in the 2D editor:
  268. .. figure:: img/using_tilemaps_use_pattern.webp
  269. :align: center
  270. :alt: Placing an existing pattern using the TileMap editor
  271. Placing an existing pattern using the TileMap editor
  272. Like multi-tile selections, patterns will be repeated if used with the Line,
  273. Rectangle or Bucket Fill painting modes.
  274. .. note::
  275. Despite being edited in the TileMap editor, patterns are stored in the
  276. TileSet resource. This allows reusing patterns in different TileMap nodes
  277. after loading a TileSet resource saved to an external file.
  278. Handling tile connections automatically using terrains
  279. ------------------------------------------------------
  280. To use terrains, the TileMap node must feature at least one terrain set and a
  281. terrain within this terrain set. See
  282. :ref:`doc_using_tilesets_creating_terrain_sets` if you haven't created a terrain
  283. set for the TileSet yet.
  284. There are 3 kinds of painting modes available for terrain connections:
  285. - **Connect**, where tiles are connected to surrounding tiles on the same
  286. TileMap layer.
  287. - **Path**, where tiles are connected to tiles painted in the same stroke (until
  288. the mouse button is released).
  289. - Tile-specific overrides to resolve conflicts or handle situations not covered
  290. by the terrain system.
  291. The Connect mode is easier to use, but Path is more flexible as it allows for
  292. more artist control during painting. For instance, Path can allow roads to be
  293. directly adjacent to each other without being connected to each other, while
  294. Connect will force both roads to be connected.
  295. .. figure:: img/using_tilemaps_terrain_select_connect_mode.webp
  296. :align: center
  297. :alt: Selecting Connect mode in the TileMap editor's Terrains tab
  298. Selecting Connect mode in the TileMap editor's Terrains tab
  299. .. figure:: img/using_tilemaps_terrain_select_path_mode.webp
  300. :align: center
  301. :alt: Selecting Path mode in the TileMap editor's Terrains tab
  302. Selecting Path mode in the TileMap editor's Terrains tab
  303. Lastly, you can select specific tiles from the terrain to resolve conflicts in
  304. certain situations:
  305. .. figure:: img/using_tilemaps_terrain_paint_specific_tiles.webp
  306. :align: center
  307. :alt: Painting with specific tiles in the TileMap editor's Terrains tab
  308. Painting with specific tiles in the TileMap editor's Terrains tab
  309. Any tile that has at least one of its bits set to a value set to the
  310. corresponding terrain ID will appear in the list of tiles to choose from.
  311. Handling missing tiles
  312. ----------------------
  313. If you remove tiles in the TileSet that are referenced in a TileMap, the TileMap
  314. will display a placeholder to indicate that an invalid tile ID is placed:
  315. .. figure:: img/using_tilemaps_missing_tiles.webp
  316. :align: center
  317. :alt: Missing tiles in the TileMap editor due to the TileSet reference being broken
  318. Missing tiles in the TileMap editor due to the TileSet reference being broken
  319. These placeholders are **not** visible in the running project, but the tile data
  320. is still persisted to disk. This allows you to safely close and reopen such
  321. scenes. Once you re-add a tile with the matching ID, the tiles will appear with
  322. the new tile's appearance.
  323. .. note::
  324. Missing tile placeholders may not be visible until you select the TileMap
  325. node and open the TileMap editor.