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