In action
https://github.com/AlexHolly/HelloGodot
#Tut
1.Copy this script to your Project folder
2.Add this script as autoload and leave the name as tilemap Scene -> Projects Settings -> Autoload
3.Create a TileMap Node and add a new script to this Node.
#Modes
Tileset - Use your Tileset Scene as objects source. -> Adds the Root Node children as objects
Scene - Use your Scene as objects source. -> Adds the Root Node as object, add multible Scenes with a dictionary ["name"] = PATH
#Example - Scene Mode
extends TileMap
#Choose parent Node
onready var map = get_parent().get_node("Map")
#Define objects
var objects = {
"Brick":"res://scenes/brick.scn",
"Wall":"res://scenes/wall.scn"
}
#Run
func _ready():
tilemap.build_tilemap(self, objects, map)
#Example - Tileset Mode
extends TileMap
#Choose parent Node
onready var map = get_parent().get_node("Map")
#Run
func _ready():
var objects = tilemap.get_objects("res://tilesetscene.tscn")
tilemap.build_tilemap(self, objects, map)
#Other
-You can also use the TileMap Node as map(parent Node for created objects)
tilemap.build_tilemap(self, objects)
-Use multible Tilemap Nodes each is one layer to get z sort.
#ISSUES
- The Tileset mode is executing _ready twice. It also breaks usage of get_name() (if duplucate Scenes are used) because each instance will get an incremented ID. -> workaround use the id ad name -> export(String,"wall","brick","brick2") var id
- Sometimes create TileSet merge or not merge is not working.
- Each Sprite needs his own name otherwise the tileset will show wrong stuff
#TODO
- y sort
- rotation
#Supports
- isometric/square mode