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Tile Map

Type key: TILE_MAP

Rotation in degrees, clockwise. Type float, default 0.

Whether the object takes part in collision tests. Type bool, default False.

Shift of the shape away from the object centre (not for bbox). Type float, default 0.

Vertices of a polygon shape. Type list, default [].

Shape used for collisions: 'bbox', 'rect', 'ellipse' or 'polygon'. Type str, default 'rect'.

Size of the shape used by rect and ellipse. Type float, default = the object’s size.

Fill color, text color or image tint, depending on the type. Type (r, g, b, a), default (255, 255, 255, 255).

Map size in tiles. Type int, default 8, 6.

Layer dictionaries: {'name', 'visible', 'collision', 'tiles'}. Type list, default = 1 layer. The map is a grid of cells over the tileset; a tile id of -1 means “empty”, and one layer can be flagged as the collision layer — every cell that holds a tile there counts as solid.

Name shown in the Hierarchy panel. Read-only at runtime. Type str.

Angular velocity damping. Type float, default 0.

Bounciness (0 = fully inelastic, 1 = fully elastic). Type float, default 0.2.

Whether the rigid body is simulated. Type bool, default False.

Keep the rotation fixed (collisions do not spin the object). Type bool, default False.

Friction coefficient. Type float, default 0.6.

Gravity multiplier (0 = unaffected by gravity). Type float, default 1.

Linear velocity damping. Type float, default 0.

Mass. Type float, default 1.

Size of the rect/ellipse body shape (0 = use the object’s own size). Type float, default 0.

physics_shape_offset_x, physics_shape_offset_y

Section titled “physics_shape_offset_x, physics_shape_offset_y”

Shift of the body shape away from the object centre. Type float, default 0.

Vertices of a polygon body shape. Type list, default [].

Body shape: 'rect', 'ellipse' or 'polygon'. Type str, default 'rect'.

Rigid-body type: 'static', 'dynamic' or 'kinematic'. Type str, default 'dynamic'.

Transform anchor mode, see set_pivot(). Type str, default 'center'.

Coordinates of a 'custom' anchor (in the object’s own pixel grid, origin at its top-left). Type float, default 0.

(x, y); assigning it updates x and y too. Type (int, int), default (20, 20).

(scale_x, scale_y). Type (float, float), default (1, 1).

Stretch factors (1 = original size). Type float, default 1.

Path of the attached script, relative to the project. Type str, default ''.

(width, height). Type (int, int).

Size of one tile in pixels. Type int, default 32, 32.

Tileset image, relative to the project. Type str, default ''.

Type key; the tile map is TILE_MAP. Read-only at runtime. Type str.

Unique id, used by get_object_by_uuid(). Read-only at runtime. Type str.

Hidden objects are not drawn and cannot be clicked. Type bool, default True.

Size in pixels. Type int, default depends on the object type.

Position relative to the parent object. Type int, default 20.

Empty a layer (same as fill_tiles(-1)).

  • layer (int | None): layer index; default = the active layer.

Alias of is_colliding_with_object.

  • other (object): the other object.

True when the point (scene coordinates) is inside the collision shape.

  • x (int): point x, in scene coordinates.
  • y (int): point y, in scene coordinates.

True when the shape overlaps a pygame.Rect or (x, y, w, h) tuple.

  • rect (pygame.Rect | (int, int, int, int)): the rectangle, in scene coordinates.

True when a rect (scene coordinates) overlaps a solid cell.

  • rect (pygame.Rect | (int, int, int, int)): the rectangle, in scene coordinates.

Distance from the object’s centre to a point.

  • x (int): point x, in scene coordinates.
  • y (int): point y, in scene coordinates.

Distance between two object centres.

  • other (object): the other object.

Fills a whole layer with one tile id.

  • tile_id (int): tile number; -1 clears.
  • layer (int | None): layer index; default = the active layer.

The layer the editor paints into.

Tile ids of every cell on the active layer.

Rotation in degrees.

Centre of the object (scene coordinates).

Centre of the collision shape in scene coordinates.

Index of the layer flagged as the collision layer, or None when none is marked.

The offset of the shape from the object centre.

The polygon vertices.

Radius of an ellipse shape (half of its smaller side).

The overlapping area with a rectangle, or None.

  • x (int): rectangle x, in scene coordinates.
  • y (int): rectangle y, in scene coordinates.
  • width (int): rectangle width.
  • height (int): rectangle height.

Merged solid rects in local pixels (one per run of solid cells in each row).

The same rects in scene coordinates ([] for a rotated map).

The size of the shape used by rect and ellipse.

The shape used for collisions.

Fill, text or tint color as (r, g, b, a).

Unit vector (dx, dy) pointing from the object to a point.

  • x (int): point x, in scene coordinates.
  • y (int): point y, in scene coordinates.

Height in pixels.

Number of layers.

Name of one layer.

  • index (int): layer index.

Names of all layers.

The flat tile id list of a layer.

  • index (int): layer index.

Size of the map in pixels.

The grid size in tiles as (columns, rows).

The name of the object.

Transform anchor mode (e.g. 'center', 'top_left', 'custom').

The anchor resolved to content pixels (x, y).

Local position (x, y), relative to the parent object.

Local pygame.Rect of the object.

The stretch factors as (scale_x, scale_y).

The x stretch factor.

The y stretch factor.

Size in pixels as (width, height).

Tile id of a cell (-1 = empty); the active layer is used when layer is omitted.

  • column (int): cell column.
  • row (int): cell row.
  • layer (int | None): layer index.

The size of a tile as (width, height).

(sheet_width, sheet_height) of the tileset image; (0, 0) when none is set.

The tileset image path.

Number of tiles in the tileset.

The sliced tile surfaces (row-major, in tile-id order).

The type key of the object.

The uuid of the object.

The visible state as a bool.

Width in pixels.

Position in scene coordinates, i.e. with every parent offset added.

pygame.Rect in scene coordinates.

The x part of the local position.

The y part of the local position.

Makes the object invisible. Same as obj.visible = False.

True when the collision layer holds a tile in that cell.

  • column (int): cell column.
  • row (int): cell row.

True when both objects have collision enabled and their shapes overlap.

  • other (object): the other object.

is_colliding_with_rect(x, y, width, height)

Section titled “is_colliding_with_rect(x, y, width, height)”

True when the shape overlaps the given rectangle.

  • x (int): rectangle x, in scene coordinates.
  • y (int): rectangle y, in scene coordinates.
  • width (int): rectangle width.
  • height (int): rectangle height.

True while collision detection is on for this object.

Whether a layer is the collision layer.

  • index (int): layer index.

True while the object is hidden.

Whether a layer is drawn.

  • index (int): layer index.

Cheap test: True when the point is inside the object’s bounding box.

  • x (int): point x, in scene coordinates.
  • y (int): point y, in scene coordinates.

Pixel-perfect test: True only on a non-transparent pixel. Prefer it for clicks, not for per-frame checks.

  • x (int): point x, in scene coordinates.
  • y (int): point y, in scene coordinates.

Same as is_visible().

True when a point (scene coordinates) lands on a solid cell (False for a rotated map).

  • world_x (float): point x, in scene coordinates.
  • world_y (float): point y, in scene coordinates.

True while the object is visible.

Moves the object by (dx, dy) pixels.

  • dx (int): horizontal delta.
  • dy (int): vertical delta.

Resets every shape field to the object’s own size.

Switches which layer the editor paints into (editor state only).

  • index (int): layer index.

Sets the rotation.

  • degrees (float): angle, clockwise.

Sets the centre (scene coordinates).

  • x (int): new centre x.
  • y (int): new centre y.

Convenience: sets an ellipse by its two radii.

  • radius_x (float): horizontal radius.
  • radius_y (float): vertical radius.

Turns collision detection on or off (while it is off, every collides_with_* / is_colliding_* call returns False).

  • enabled (bool): True / False.

Moves the shape away from the object centre (follows scale and rotation).

  • x (float): horizontal offset.
  • y (float): vertical offset.

Sets explicit polygon vertices.

  • points (list): vertex list, e.g. [(0, 0), (50, 0), (25, 40)].

Sets the size used by rect and ellipse.

  • width (int): shape width.
  • height (int): shape height.

Sets the collision shape.

  • type (str): 'bbox', 'rect', 'ellipse' or 'polygon'.

Sets the color.

  • color ((r, g, b, a)): the new color tuple.

Sets the height.

  • h (int): new height in pixels.

Resizes the grid (in tiles); every layer is refitted.

  • columns (int): new number of columns.
  • rows (int): new number of rows.

Choose the transform anchor.

  • pivot (str): 'center' (default), 'top_left', 'top_center', 'top_right', 'center_left', 'center_right', 'bottom_left', 'bottom_center', 'bottom_right' or 'custom'.

Rotate/scale around a free point of the object’s own pixel grid (also sets pivot to 'custom').

  • x (float): anchor x in the pixel grid.
  • y (float): anchor y in the pixel grid.

Sets the local position.

  • x (int): new x, relative to the parent object, in pixels.
  • y (int): new y, relative to the parent object, in pixels.

Sets both stretch factors.

  • sx (float): x stretch factor.
  • sy (float): y stretch factor.

Sets the x stretch factor.

  • sx (float): x stretch factor.

Sets the y stretch factor.

  • sy (float): y stretch factor.

Sets the size in pixels.

  • width (int): new width.
  • height (int): new height.

set_tile(column, row, tile_id, layer=None)

Section titled “set_tile(column, row, tile_id, layer=None)”

Set one cell.

  • column (int): cell column.
  • row (int): cell row.
  • tile_id (int): tile number; -1 clears.
  • layer (int | None): layer index; default = the active layer.

Sets the size of one tile.

  • tile_width (int): tile width in pixels.
  • tile_height (int): tile height in pixels.

Sets the tileset image.

  • tileset_path (str): image file, relative to the project folder.

Sets the visible state.

  • visible (bool): True shows the object, False hides it.

Sets the width.

  • w (int): new width in pixels.

Sets the position in scene coordinates.

  • x (int): new x, in scene coordinates.
  • y (int): new y, in scene coordinates.

Sets the x part of the local position.

  • x (int): new x, relative to the parent object.

Sets the y part of the local position.

  • y (int): new y, relative to the parent object.

Makes the object visible. Same as obj.visible = True.

Pressed and released on the object.

The object starts overlapping other (both need collision enabled).

  • other (object): the other object.

The overlap with other ends.

  • other (object): the other object.

When the scene is replaced, the object is removed with studio.destroy_object() or the game closes.

Double click on the object.

Pointer moves while dragging.

  • pos ((int, int)): pointer position in scene coordinates.

The drag ends.

A pointer drag on the object starts.

Pointer moves onto the object.

Pointer moves off the object.

Left button pressed on the object.

The button that was pressed on this object is released.

Right click on the object.

Once, when the scene has loaded.

Every frame.

  • dt (float): seconds since the last frame.

When the object is shown or hidden.

  • visible (bool): True when shown, False when hidden.