Module tile_map

Consts

INVALID_CELL* = - 1'i64
MODE_SQUARE* = 0'i64
MODE_ISOMETRIC* = 1'i64
MODE_CUSTOM* = 2'i64
HALF_OFFSET_X* = 0'i64
HALF_OFFSET_Y* = 1'i64
HALF_OFFSET_DISABLED* = 2'i64
TILE_ORIGIN_TOP_LEFT* = 0'i64
TILE_ORIGIN_CENTER* = 1'i64
TILE_ORIGIN_BOTTOM_LEFT* = 2'i64

Procs

proc mode*(self: TileMap): int64 {.
gcsafe, locks: 0
.}
proc `mode =`*(self: TileMap; val: int64) {.
gcsafe, locks: 0
.}
proc tileSet*(self: TileMap): TileSet {.
gcsafe, locks: 0
.}
proc `tileSet =`*(self: TileMap; val: TileSet) {.
gcsafe, locks: 0
.}
proc cellSize*(self: TileMap): Vector2 {.
gcsafe, locks: 0
.}
proc `cellSize =`*(self: TileMap; val: Vector2) {.
gcsafe, locks: 0
.}
proc cellQuadrantSize*(self: TileMap): int64 {.
gcsafe, locks: 0
.}
proc `cellQuadrantSize =`*(self: TileMap; val: int64) {.
gcsafe, locks: 0
.}
proc cellCustomTransform*(self: TileMap): Transform2D {.
gcsafe, locks: 0
.}
proc `cellCustomTransform =`*(self: TileMap; val: Transform2D) {.
gcsafe, locks: 0
.}
proc cellHalfOffset*(self: TileMap): int64 {.
gcsafe, locks: 0
.}
proc `cellHalfOffset =`*(self: TileMap; val: int64) {.
gcsafe, locks: 0
.}
proc cellTileOrigin*(self: TileMap): int64 {.
gcsafe, locks: 0
.}
proc `cellTileOrigin =`*(self: TileMap; val: int64) {.
gcsafe, locks: 0
.}
proc cellYSort*(self: TileMap): bool {.
gcsafe, locks: 0
.}
proc `cellYSort =`*(self: TileMap; val: bool) {.
gcsafe, locks: 0
.}
proc collisionUseKinematic*(self: TileMap): bool {.
gcsafe, locks: 0
.}
proc `collisionUseKinematic =`*(self: TileMap; val: bool) {.
gcsafe, locks: 0
.}
proc collisionFriction*(self: TileMap): float64 {.
gcsafe, locks: 0
.}
proc `collisionFriction =`*(self: TileMap; val: float64) {.
gcsafe, locks: 0
.}
proc collisionBounce*(self: TileMap): float64 {.
gcsafe, locks: 0
.}
proc `collisionBounce =`*(self: TileMap; val: float64) {.
gcsafe, locks: 0
.}
proc collisionLayer*(self: TileMap): int64 {.
gcsafe, locks: 0
.}
proc `collisionLayer =`*(self: TileMap; val: int64) {.
gcsafe, locks: 0
.}
proc collisionMask*(self: TileMap): int64 {.
gcsafe, locks: 0
.}
proc `collisionMask =`*(self: TileMap; val: int64) {.
gcsafe, locks: 0
.}
proc occluderLightMask*(self: TileMap): int64 {.
gcsafe, locks: 0
.}
proc `occluderLightMask =`*(self: TileMap; val: int64) {.
gcsafe, locks: 0
.}
proc tileData*(self: TileMap): Object {.
gcsafe, locks: 0
.}
proc `tileData =`*(self: TileMap; val: Object) {.
gcsafe, locks: 0
.}
proc setCenterX*(self: TileMap; enable: bool) {.
gcsafe, locks: 0
.}
proc getCenterX*(self: TileMap): bool {.
gcsafe, locks: 0
.}
proc setCenterY*(self: TileMap; enable: bool) {.
gcsafe, locks: 0
.}
proc getCenterY*(self: TileMap): bool {.
gcsafe, locks: 0
.}
proc setCollisionLayerBit*(self: TileMap; bit: int64; value: bool) {.
gcsafe, locks: 0
.}
proc getCollisionLayerBit*(self: TileMap; bit: int64): bool {.
gcsafe, locks: 0
.}
proc setCollisionMaskBit*(self: TileMap; bit: int64; value: bool) {.
gcsafe, locks: 0
.}
proc getCollisionMaskBit*(self: TileMap; bit: int64): bool {.
gcsafe, locks: 0
.}
proc setCell*(self: TileMap; x: int64; y: int64; tile: int64; flipX: bool = false;
             flipY: bool = false; transpose: bool = false) {.
gcsafe, locks: 0
.}
proc setCellv*(self: TileMap; pos: Vector2; tile: int64; flipX: bool = false;
              flipY: bool = false; transpose: bool = false) {.
gcsafe, locks: 0
.}
proc getCell*(self: TileMap; x: int64; y: int64): int64 {.
gcsafe, locks: 0
.}
proc getCellv*(self: TileMap; pos: Vector2): int64 {.
gcsafe, locks: 0
.}
proc isCellXFlipped*(self: TileMap; x: int64; y: int64): bool {.
gcsafe, locks: 0
.}
proc isCellYFlipped*(self: TileMap; x: int64; y: int64): bool {.
gcsafe, locks: 0
.}
proc isCellTransposed*(self: TileMap; x: int64; y: int64): bool {.
gcsafe, locks: 0
.}
proc clear*(self: TileMap) {.
gcsafe, locks: 0
.}
proc getUsedCells*(self: TileMap): Array {.
gcsafe, locks: 0
.}
proc getUsedCellsById*(self: TileMap; id: int64): Array {.
gcsafe, locks: 0
.}
proc getUsedRect*(self: TileMap): Rect2 {.
gcsafe, locks: 0
.}
proc mapToWorld*(self: TileMap; mappos: Vector2; ignoreHalfOfs: bool = false): Vector2 {.
gcsafe, locks: 0
.}
proc worldToMap*(self: TileMap; worldpos: Vector2): Vector2 {.
gcsafe, locks: 0
.}

Methods

method setOldCellSize*(self: TileMap; size: int64) {.
gcsafe, locks: 0, base
.}
method getOldCellSize*(self: TileMap): int64 {.
gcsafe, locks: 0, base
.}
method clearQuadrants*(self: TileMap) {.
gcsafe, locks: 0, base
.}
method recreateQuadrants*(self: TileMap) {.
gcsafe, locks: 0, base
.}
method updateDirtyQuadrants*(self: TileMap) {.
gcsafe, locks: 0, base
.}