A tilemap is a grid of tiles used to create a game's layout. There are several benefits to using TileMap nodes to design your levels. First, they make it possible to draw the layout by "painting" the tiles onto a grid, which is much faster than placing individual Sprite nodes one by one. Second, they allow for much larger levels because they are optimized for drawing large numbers of tiles. Finally, you can add collision, occlusion, and navigation shapes to tiles, adding additional functionality to the TileMap.
在这个Demo中，我们将使用Kenney的"Abstract Platformer"艺术包中的以下图块。您可以在 此处 找到完整的包，但是对于本演示，我们将仅使用这一小部分。
使用图块集时，相邻的图块匹配很重要。 Godot的默认设置是使用插值的“滤镜(Filter)”模式导入2D图像，这将导致图块之间的边界很丑。选择图像，然后单击"导入(Import)"选项卡。关闭``Filter``，然后单击“重新导入”。有关详细信息，请参见 导入图像 。
- 这将导致以“ Y”(竖直方向)位置的顺序绘制图块，这样的话“较低”图块的绘制覆盖在“较高”图块的上面。
若要添加新TileSet，请单击“Tile Set”属性并选择“新建 TileSet(New TileSet)”。
Click on the TileSet property, and the "TileSet" panel will open at the bottom of the editor window:
首先，您需要添加用于砖块的纹理。点击“Add Texture(s) to TileSet(添加纹理到磁贴集)”按钮，选择``tileshev et.png``的图片。
接下来，点击“New Single Tile(新建图块)”，在图像中拖动来选择你想要的图块。单击“Enable Snap(启用吸附)”按钮可以更容易地选择整个砖块。一个黄色矩形会出现在选定的图块区域周围。
你也可以以相同的方式向图块添加occlusion shapes(光线遮挡形状)和navigation shapes(导航形状)。
Rather than adding individual tiles one at a time, you can define a group of tiles all at once using an atlas. This also allows you to randomly generate tiles from the group.
Click "New Atlas" and drag to select the entire tile sheet.
如果你还没有设置，请确保将Snap Options中的“Step”更改为“(64,64)” 或者别的适合你图块的大小。你可以在属性面板中找到它：
Random tile priorities¶
When drawing with atlas tiles, enabling the "Use priority" option causes tiles to be selected at random. By default, each tile in the tileset has an equal likelihood of occurring. You can change the likelihood by setting different priorities for each tile. For example, a tile with priority 2 is twice as likely to be selected as a tile with priority 1, and a tile with priority 3 is 50% more likely to be selected than a tile with priority 2.
Autotiles allow you to define a group of tiles, then add rules to control which tile gets used for drawing based on the content of adjacent cells.
Click "New Autotile" and drag to select the tiles you wish to use. You can add collisions, occlusion, navigation shapes, tile priorties, and select an icon tile in the same manner as for atlas tiles.
Tile selection is controlled by bitmasks. Bitmasks can be added by clicking "Bitmask", then clicking parts of the tiles to add or remove bits in the mask. Left-clicking an area of the tile adds a bit, right-click removes "off", and shift-left-click sets an "ignore" bit.
Whenever Godot updates a cell using an autotile, it first creates a pattern based on which adjacent cells are already set. Then, it searches the autotile for a single tile with a bitmask matching the created pattern. If no matching bitmask is found, the "icon" tile will be used instead. If more than one matching bitmask is found, one of them will be selected randomly, using the tile priorities.
The rules for matching a bitmask to a pattern depend on the tileset's autotile bitmask mode. This can be set in the "Inspector" tab, under the "Selected Tile" heading. Allowed values are "2x2", "3x3 (minimal)", and "3x3".
All "on" and "off" bits must be satisfied for a bitmask to match, but "ignore" bits are ignored.
In 2x2 mode, each bitmask contains four bits, one for each corner.
Where a bit is "on", all cells connected to that corner must be filled using the same autotile, in order for the bitmask to match. For example, if the top-left bit is set, the cell directly above, directly left, and diagonally above-left must be filled.
Where a bit is "off", at least one cell connected to that corner must not be set using the same autotile.
At least one bit must be set for the tile to be used, so a total of 15 tiles would be needed to provide exactly one tile for each arrangement that this mode can test for.
2x2 mode can only match cells that are part of a 2-by-2 block - cells with no neighbors and lines only one cell wide are not supported.
In 3x3 (minimal) mode, each bitmask contains 9 bits (4 corners, 4 edges, 1 center).
The 4 corner bits work the same as in 2x2 mode.
When an edge bit is "on", the cell which shares that edge must be filled. When an edge bit is "off", the cell which shares that edge must be empty.
The center bit should be "on" for any tile you wish to use.
Note that in this mode, it makes no sense for a corner bit to be "on" when either edge bit adjacent to it is not "on".
A total of 47 tiles would be needed to provide exactly one bitmask for each arrangement that this mode can test for.
In 3x3 mode, each bitmaks contains 9 bits (4 corners, 4 edges, 1 center)
Each bit checks a single adjacent cell. Corner bits only check diagonally adjacent cells. The center bit should be "on" for any tile you wish to use.
A total of 256 tiles would be needed to provide exactly one bitmask for each arrangement that this mode can test for.
When using an autotile, it is possible to turn of the autotile behaviour and select tiles manually, by clicking "Disable Autotile" at the top of the tile selection window.
By default, autotile only checks for adjacent cells filled using the same autotile. This behaviour can be overridden in order to have autotiles bind to each other, or even bind to empty cells. At present, this can only be done through scripting. You will need to add a script to your tileset, and define a function named "_is_tile_bound(drawn_id, neighbor_id)". This function will be called for each adjacent cell that does not contain the same autotile, and should return true if you want the drawn cell to "bind" to the neighbor cell. You can find the id of an autotile using "find_tile_by_name(name)", empty cells are given an id of -1.
Note that to use this in the editor, the script should start with a "tool" declaration, and you may need to close and reload the scene for these changes to take effect.