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166 lines
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166 lines
6.6 KiB
ReStructuredText
.. _doc_using_tilemaps:
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Using tilemaps
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~~~~~~~~~~~~~~
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Introduction
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------------
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Tilemaps can be used to make levels for 2D games.
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A tilemap is a grid of (usually square) image tiles which form the scenery of a level or area in a game. The placed tiles in a tilemap are instances of 'reference tiles' from a tileset. The tileset can be thought of as a pallete with which a tilemap (level) can be 'painted':
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.. image:: img/tilemap.png
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Collision shapes can be added to the tiles in a tileset to create solid geometry. Tilemaps can be used for both side view and top-down 2D games.
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Making a tileset
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----------------
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Here are some tiles for a tileset.
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They are all part of the same image file. This is helpful for a game's performance.
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There are so-called *texture packers* that will generate these spritesheets
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out of several separate tile images.
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But keeping them as separate images also works.
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.. image:: img/tileset.png
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Create a new project and move the above PNG image into the project directory. Next,
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go into the image's import settings and turn off ``Filter``. Keeping it on will cause
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issues later. ``Mipmaps`` should already be disabled; if not, disable this too.
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The easiest way to edit and maintain a tileset is exporting
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it from a specially prepared scene. We'll create that next.
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TileSet scene
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-------------
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Create a new scene with a regular Node or Node2D as root. For each reference tile you want to define,
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add a sprite node as a child. Since our tiles measure 50x50 pixels, you should turn on the grid
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(``View -> Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``Shift + S`` keys).
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Moving tiles with the mouse might still be inaccurate,
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so use your arrow keys as well.
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If more than one tile is present in the source image, make sure to use
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the region property of the sprite to adjust which part of the texture is being
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used.
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Give the sprite node an appropriate and unique name. This will ensure
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that, in subsequent edits to the tileset (for example, if you've added
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collision, changed the region, etc), the tile will still be **identified
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correctly and updated**.
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Here's a screenshot that shows
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where everything of relevance is:
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.. image:: img/tile_example.png
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Add all the reference tiles in the way described above, adjusting the offsets as needed (that is, if you have
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multiple tiles in a single source image). Again, *remember that their names must
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be unique*.
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.. image:: img/tile_example2.png
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Collision Shapes
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----------------
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To add collision shapes to the tiles, create a StaticBody2D child for each sprite.
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This is a static collision node. Then create a CollisionShape2D or
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CollisionPolygon as a child of the StaticBody2D. The CollisionPolygon is easier to edit.
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.. image:: img/tile_example3.png
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Edit the polygon; this will give the tile a collision shape and remove
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the warning icon next to the CollisionPolygon node. **Remember to use snap!**
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Using snap will make sure collision polygons are aligned properly, allowing
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a character to walk seamlessly from tile to tile. Also **do not scale or move**
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the collision and/or collision polygon nodes. Leave them at offset 0,0, with
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scale 1,1 and rotation 0 with respect to the parent sprite.
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.. image:: img/tile_example4.png
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Keep adding collision shapes to all tiles that need them. Note that BG is
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a background tile, so it should not have a collision shape.
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.. image:: img/tile_example5.png
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Then save this scene for future editing.
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"tileset_edit.scn" would be a sensible name for it.
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Exporting a TileSet
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-------------------
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With the scene created and still open in the editor, use Scene > Convert To > Tile Set from the Scene Menu:
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.. image:: img/tileset_export.png
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Then choose a filename, like "mytiles.tres". Make sure the "Merge With
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Existing" option is toggled on. This way, every time the tileset
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resource file is overwritten, existing tiles are merged and updated
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(they are referenced by their unique name, so again, **name your tiles
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properly**).
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.. image:: img/tileset_merge.png
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Using the TileSet in a TileMap
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------------------------------
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Create a new scene, using any node or node2d as root, and then create a
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:ref:`TileMap <class_TileMap>` as
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a child.
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.. image:: img/tilemap_scene.png
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Go to the TileSet property of this node and assign the one created in
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previous steps:
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.. image:: img/tileset_property.png
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Also set the cell size to '50', since that is the size used by the
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tiles. Quadrant size is a tuning value. The default value of 16 means that the engine will
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draw and cull (erase) the tilemap in blocks of 16x16 tiles. This value is
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usually fine, but can be used to fine tune
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performance in specific cases if you know what you're doing.
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Painting your world
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-------------------
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Make sure the TileMap node is selected. A red grid will
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appear on the screen, allowing you to paint on it with the tile currently selected in the
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left palette.
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.. image:: img/tile_example6.png
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It's easy to accidentally select and move the tilemap node. To avoid this
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use the node's lock button:
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.. image:: img/tile_lock.png
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If you accidentally place a tile somewhere you don't want it to be, you
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can delete it with ``RMB`` (the right mouse button) while in the tilemap editor.
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You can flip and rotate sprites in the TileMap editor (note:
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flipping the sprite in the TileSet will have no effect). Icons at the
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top right of the editor allow flipping and rotating of the currently
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selected sprite - you can also use the A and S keys to flip the sprite
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horizontally and vertically. With a brick pattern like this tutorial uses,
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flipping the sprites would create unpleasant discontinuities unless you're
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flipping an entire region of bricks. But for some kinds of tiles, flipping
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can be a convenient and space-saving feature.
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Offset and scaling artifacts
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----------------------------
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When using a single texture for all the tiles, scaling the tileset or moving it to a non pixel-aligned location can cause filtering artifacts:
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.. image:: img/tileset_filter.png
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To avoid this situation use the approach below that makes the most sense for your game:
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- 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).
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- Enable pixel snap (Set ``Project > Project Settings >
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Rendering > Quality > 2d > Use Pixel Snap`` to true; you can also search for ``Pixel Snap``).
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- Viewport Scaling can often help with shrinking the map (see the
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:ref:`doc_viewports` tutorial). Adding a camera, setting it to ``Current`` and playing around with its ``Zoom`` may be a good starting point.
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- You can use a single, separate image for each tile. This will remove all artifacts, but
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can be more cumbersome to implement and is less optimized.
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