GameMaker Studio 2[場景編輯器](場景編輯器.md)允許您使用層在任何給定的場景中添加瓷片。顧名思義,tilemap層就是一組瓷片集合,它們在一個場景內被定義在同一深度,并且可以通過疊加層來控制不同元素的相互覆蓋關系。您還可以利用代碼在游戲運行過程中動態控制層的某些屬性,進行添加或刪除操作,甚至是修改圖層所包含的元素。請注意,在房間編輯器中,每個層(Tile層)限制只能有一個瓷片集(tilemap),但是用代碼控制則沒有這種限制,您可以將多個瓷片集分配給一個單獨的層,每個瓷片集都會具有自己惟一的ID和屬性,因此:
* tile set是用來創建tile layers和tilemaps的資源。
* tile layer是您在房間編輯器中創建的,用來添加tilesets的圖層。
* tilemap是您所在房間編輯器或代碼中添加到一個層內的tile的集合,一整個tilemap是層上的一個獨立元素。
下面列出了可以用于編輯tilemap圖層的所有功能:
* layer_tilemap_get_id
* layer_tilemap_exists
* layer_tilemap_create
* layer_tilemap_destroy
* tilemap_tileset
* tilemap_clear
* tilemap_x
* tilemap_y
* tilemap_set
* tilemap_set_at_pixel
* tilemap_set_mask
* tilemap_set_global_mask
* tilemap_get_mask
* tilemap_get_global_mask
* tilemap_get_tileset
* tilemap_get_frame
* tilemap_get_tile_width
* tilemap_get_tile_height
* tilemap_get_width
* tilemap_get_height
* tilemap_get_x
* tilemap_get_y
* tilemap_get
* tilemap_get_at_pixel
* tilemap_get_cell_x_at_pixel
* tilemap_get_cell_y_at_pixel
* draw_tilemap
## 瓷片函數(Tile Functions)
Apart from the functions listed above to set tilemaps, you also have a number of functions that can be used to manipulate the data of individual tiles. A "blob" of tile data is made up of the tile index plus a few extra bits to show whether the tile has been rotated, flipped or mirrored. You also have the possibility of adding your own bitmask to the tile data, although this is for advanced users only as you will be masking off bits that are reserved for the tile index - essentially there are 19 bits reserved for your tile indices, but if you only use 8 of them, then you have eleven bits left over that can be used to create a custom mask. This mask can then be used and checked in code to create custom tile collisions or whatever. However, you would normally not need to create your own tiledata blobs, and would instead use the function tilemap_get to get the tiledata, then you would manipulate it using the functions below, and then you would set it again using tilemap_set.
除了上述用于設置瓷片集(tilemap)的函數之外,你還可以使用函數來操作單個瓷片(tiles)。單個瓷片圖像“blob”是由瓷片索引及一些額外屬性構成的,這些額外屬性會標識瓷片是否旋轉、垂直翻轉或水平鏡像翻轉等。你還可以添加自己的位掩碼(bitmask)標識,當然這是給有進階功能需求的用戶使用的,你可以屏蔽掉瓷片索引所使用的掩碼位——理論上一共有19位可以用于索引標識,如果你只用了其中的8位,那就還剩下11位可以用來自定義掩碼。你可以用這個自定義掩碼來檢查瓷片碰撞等你需要的特定功能。但是通常來說你不用自己創建瓷片單元,而是直接用“tilemap_get”函數來獲取瓷片數據(tiledata),然后用下述函數來進行相關操作,最后用“tilemap_set”來設置并使用它。
以下為用于編輯tiles的函數列表:
* tile_get_empty
* tile_get_index
* tile_get_flip
* tile_get_mirror
* tile_get_rotate
* tile_set_empty
* tile_set_index
* tile_set_flip
* tile_set_mirror
* tile_set_rotate
* draw_tile
* draw_tile_ext
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