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
.} 
-