proc mode(self: TileMap): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc mode=(self: TileMap; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc tileSet(self: TileMap): TileSet {.gcsafe, locks: 0, raises: [Exception],
tags: [RootEffect]
.}
-
proc tileSet=(self: TileMap; val: TileSet) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellSize(self: TileMap): Vector2 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellSize=(self: TileMap; val: Vector2) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellQuadrantSize(self: TileMap): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellQuadrantSize=(self: TileMap; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellCustomTransform(self: TileMap): Transform2D {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc cellCustomTransform=(self: TileMap; val: Transform2D) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc cellHalfOffset(self: TileMap): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellHalfOffset=(self: TileMap; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellTileOrigin(self: TileMap): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellTileOrigin=(self: TileMap; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellYSort(self: TileMap): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellYSort=(self: TileMap; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellClipUv(self: TileMap): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cellClipUv=(self: TileMap; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionUseKinematic(self: TileMap): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionUseKinematic=(self: TileMap; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc collisionFriction(self: TileMap): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionFriction=(self: TileMap; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc collisionBounce(self: TileMap): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionBounce=(self: TileMap; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc collisionLayer(self: TileMap): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionLayer=(self: TileMap; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionMask(self: TileMap): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionMask=(self: TileMap; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc occluderLightMask(self: TileMap): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc occluderLightMask=(self: TileMap; val: int64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc setCollisionLayerBit(self: TileMap; bit: int64; value: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc getCollisionLayerBit(self: TileMap; bit: int64): bool {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc setCollisionMaskBit(self: TileMap; bit: int64; value: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc getCollisionMaskBit(self: TileMap; bit: int64): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc setCell(self: TileMap; x: int64; y: int64; tile: int64; flipX: bool = false;
flipY: bool = false; transpose: bool = false;
autotileCoord: Vector2 = vec2(0.0, 0.0)) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc setCellv(self: TileMap; position: Vector2; tile: int64; flipX: bool = false;
flipY: bool = false; transpose: bool = false) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc getCell(self: TileMap; x: int64; y: int64): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc getCellv(self: TileMap; position: Vector2): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc isCellXFlipped(self: TileMap; x: int64; y: int64): bool {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc isCellYFlipped(self: TileMap; x: int64; y: int64): bool {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc isCellTransposed(self: TileMap; x: int64; y: int64): bool {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc fixInvalidTiles(self: TileMap) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc clear(self: TileMap) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc getUsedCells(self: TileMap): Array {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc getUsedCellsById(self: TileMap; id: int64): Array {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc getUsedRect(self: TileMap): Rect2 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc mapToWorld(self: TileMap; mapPosition: Vector2; ignoreHalfOfs: bool = false): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
-
proc worldToMap(self: TileMap; worldPosition: Vector2): Vector2 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc updateBitmaskArea(self: TileMap; position: Vector2) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc updateBitmaskRegion(self: TileMap; start: Vector2 = vec2(0.0, 0.0);
endd: Vector2 = vec2(0.0, 0.0)) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-