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- .. _doc_using_tilemaps:
- Using tilemaps
- ~~~~~~~~~~~~~~
- Introduction
- ------------
- Tilemaps are a simple and quick way to make 2D game levels. Basically,
- you start with bunch of reference tiles (or pieces) that can be put on a
- grid, as many times each as desired - think of it like a map editor:
- .. image:: img/tilemap.png
- Collisions can also be added to the tiles, allowing for both 2D side
- scrolling and top down games.
- Making a tileset
- ----------------
- To begin, a tileset needs to be made. Here are some tiles for it.
- They are all in the same image for optimization reasons.
- There are so-called *texture packers* that will generate these spritesheets
- out of your separate texture files.
- Having them as separate images also works.
- .. image:: img/tileset.png
- Create a new project and move the above PNG image into the directory. Next
- go into the image's import settings and turn off ``Filter``, keeping it on will cause
- issues later. ``Mipmaps`` should already be disabled, if not, disable this too.
- We will be creating a :ref:`TileSet <class_TileSet>`
- resource. While this resource exports properties, it's pretty difficult
- to get complex data into it and maintain it. Here is what it would look like to
- manually edit the resource:
- .. image:: img/tileset_edit_resource.png
- There's enough properties to get by. With some effort, editing this
- way can work. But the easiest way to edit and maintain a tileset is exporting
- it from a specially-crafted scene!
- TileSet scene
- -------------
- Create a new scene with a regular Node or Node2D as root. For each tile you want to define,
- add a sprite node as a child. Since tiles here are 50x50, you should turn on the grid
- (``View -> Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``S`` key).
- Moving tiles with the mouse might still be a inaccurate
- so use your arrow keys as well.
- If more than one tile is present in the source image, make sure to use
- the region property of the sprite to adjust which part of the texture is being
- used.
- Finally, make sure to name your sprite node correctly. This will ensure
- that, in subsequent edits to the tileset (for example, if added
- collision, changed the region, etc), the tile will still be **identified
- correctly and updated**. This name should be unique.
- Sounds like a lot of requirements, so here's a screenshot that shows
- where everything of relevance is:
- .. image:: img/tile_example.png
- Continue adding all the tiles, adjusting the offsets if needed (that is, if you have
- multiple tiles in a single source image). Again, *remember that their names must
- be unique*.
- .. image:: img/tile_example2.png
- Collision
- ---------
- To add collision to a tile, create a StaticBody2D child for each sprite.
- This is a static collision node. Then create a CollisionShape2D or
- CollisionPolygon as a child of the StaticBody2D. The CollisionPolygon is
- recommended because it is easier to edit.
- .. image:: img/tile_example3.png
- Finally, edit the polygon, this will give the tile a collision and fix
- the warning icon next to the CollisionPolygon node. **Remember to use snap!**
- Using snap will make sure collision polygons are aligned properly, allowing
- a character to walk seamlessly from tile to tile. Also **do not scale or move**
- the collision and/or collision polygon nodes. Leave them at offset 0,0, with
- scale 1,1 and rotation 0 with respect to the parent sprite.
- .. image:: img/tile_example4.png
- Keep adding collisions to the tiles until we are done. Note that BG is just
- a background, so it should not have a collision.
- .. image:: img/tile_example5.png
- OK! We're done! Remember to save this scene for future edit. Name it
- "tileset_edit.scn" or something like that.
- Exporting a TileSet
- -------------------
- With the scene created and opened in the editor, the next step will be to
- create a tileset. Use Scene > Convert To > Tile Set from the Scene Menu:
- .. image:: img/tileset_export.png
- Then choose a filename, like "mytiles.tres". Make sure the "Merge With
- Existing" option is toggled on. This way, every time the tileset
- resource file is overwritten, existing tiles are merged and updated
- (they are referenced by their unique name, so again, **name your tiles
- properly**).
- .. image:: img/tileset_merge.png
- Using the TileSet in a TileMap
- ------------------------------
- Create a new scene, using any node or node2d as root, and then create a
- :ref:`TileMap <class_TileMap>` as
- a child.
- .. image:: img/tilemap_scene.png
- Go to the TileSet property of this node and assign the one created in
- previous steps:
- .. image:: img/tileset_property.png
- Also set the cell size to '50', since that is the size used by the
- tiles. Quadrant size is a tuning value, which means that the engine will
- draw and cull the tilemap in blocks of 16x16 tiles. This value is
- usually fine and does not need to be changed, but can be used to fine tune
- performance in specific cases (if you know what you are doing).
- Painting your world
- -------------------
- With all set, make sure the TileMap node is selected. A red grid will
- appear on screen, allowing to paint on it with the selected tile on the
- left palette.
- .. image:: img/tile_example6.png
- To avoid accidentally moving and selecting the tilemap node (something
- common, given it's a huge node), it is recommended that you lock it,
- using the lock button:
- .. image:: img/tile_lock.png
- If you accidentally place a tile somewhere you don't want it to be, you
- can delete it with ``RMB`` while in the tilemap editor.
- You can also flip and rotate sprites in the TileMap editor (note:
- flipping the sprite in the TileSet will have no effect). Icons at the
- top right of the editor allow flipping and rotating of the currently
- selected sprite - you can also use the A and S keys to flip the sprite
- horizontally and vertically. With a brick pattern like this tutorial uses,
- flipping the sprites would create unpleasant discontinuities unless you're
- flipping an entire region of bricks. But for some kinds of tiles, flipping
- can be a convenient and space-saving feature.
- Offset and scaling artifacts
- ----------------------------
- When using a single texture for all the tiles, scaling the tileset (or
- even moving to a non pixel-aligned location) will most likely result in
- filtering artifacts like so:
- .. image:: img/tileset_filter.png
- This is unavoidable, as it is the way the hardware bilinear filter
- works. So, to avoid this situation, there are a few workarounds. Try the
- one that looks better for you:
- - Disable filtering and mipmaps for either the tileset texture or all tile textures if using separate images (see the :ref:`doc_import_images` asset pipeline tutorial).
- - Enable pixel snap (Set ``Project > Project Settings >
- Rendering > Quality > 2d > Use Pixel Snap`` to true, you can also search for ``Pixel Snap``).
- - Viewport Scaling can often help with shrinking the map (see the
- :ref:`doc_viewports` tutorial). Simply adding a camera, setting it to ``Current`` and playing around with it's ``Zoom`` may be a good starting point.
- - You can use a single, separate image for each tile. This will remove all artifacts but
- can be more cumbersome to implement and is less optimized.
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