5 actions in the Tile Map category.
Each block mirrors how the action appears in the editor's sidebar.
Cell To Position
Every Frame
Cell To PositionTile Map
Layernot set|Cell(0, 0)
Turns a cell of a TileMapLayer into the world position at its center and stores it. With 16 by 16 tiles, Cell = Vector2i(2, 0) stores Vector2(40, 8).
Input
Type
Default
Description
Layer
Node
-
The TileMapLayer whose grid the cell belongs to.
Cell
Vector2i
(0, 0)
The cell to locate, in tiles, where Vector2i(1, 0) is one tile to the right.
Output
Type
Description
Position
Vector2
Where to store the world position at the center of the cell.
PhasesStartEvery FramePhysics
Erase Cell
Start
Erase CellTile Map
Layernot set|Cell(0, 0)
Clears one cell of a TileMapLayer, leaving a hole where the tile was. With Cell = Vector2i(3, 5), that tile disappears and Get Cell then reads -1 there.
Input
Type
Default
Description
Layer
Node
-
The TileMapLayer to erase from.
Cell
Vector2i
(0, 0)
The cell to clear, in tiles, where Vector2i(1, 0) is one tile to the right.
PhasesStartEvery FramePhysicsEnd
Get Cell
Every Frame
Get CellTile Map
Layernot set|Cell(0, 0)|→ Filled|→ Empty
Reads one cell of a TileMapLayer and stores the id of the tile source filling it, or -1 when the cell is empty. With Cell = Vector2i(3, 5) over a floor tile it stores 0, and over a hole it stores -1.
Input
Type
Default
Description
Layer
Node
-
The TileMapLayer to read from.
Cell
Vector2i
(0, 0)
The cell to read, in tiles, where Vector2i(1, 0) is one tile to the right.
Output
Type
Description
Source
int
Where to store the source id found in the cell, or -1 when it is empty.
Branch
Goes to
Filled
Where to go when a tile sits in the cell.
Empty
Where to go when the cell holds no tile, which is when -1 is stored.
PhasesStartEvery FramePhysics
Position To Cell
Every Frame
Position To CellTile Map
Layernot set|Position(0.0, 0.0)
Turns a world position into the cell of a TileMapLayer that covers it and stores the coordinates. With 16 by 16 tiles, a position of Vector2(40, 8) stores Vector2i(2, 0).
Input
Type
Default
Description
Layer
Node
-
The TileMapLayer whose grid the position is measured against.
Position
Vector2
(0.0, 0.0)
A position in world space, such as the mouse position.
Output
Type
Description
Cell
Vector2i
Where to store the cell that covers the position, in tiles.
PhasesStartEvery FramePhysics
Set Cell
Start
Set CellTile Map
Layernot set|Cell(0, 0)|Source0|Atlas(0, 0)
Paints a tile into one cell of a TileMapLayer. With Cell = Vector2i(3, 5), Source = 0 and Atlas = Vector2i(2, 0), the tile at column 2 row 0 of the first source fills that cell.
Input
Type
Default
Description
Layer
Node
-
The TileMapLayer to paint into.
Cell
Vector2i
(0, 0)
The cell to paint, in tiles, where Vector2i(1, 0) is one tile to the right.
Source
int
0
Which tile set source the tile comes from, where the first source is 0.
Atlas
Vector2i
(0, 0)
The column and row of the tile inside that source, such as Vector2i(2, 0).