# The TileMapObject classÂ¶

A TileMapObject provides information for a single object loaded along side a TileMapLayer instance. Objects tend to be used for entities, polygons (lines, areas, triggers).

## [instance].nameÂ¶

This property gives you the name of the object.

## [instance].shapeÂ¶

This property gives you information about what the object is used for. Usual values include Rectangle, Ellipse, Point, Polygon, Polyline & Text.

## [instance].xÂ¶

Use x coordinate for the bound of this object.

## [instance].yÂ¶

Use y coordinate for the bound of this object.

## [instance].widthÂ¶

Use width for the bound of this object.

## [instance].heightÂ¶

Use height for the bound of this object.

## [instance].point_countÂ¶

Get or set the number of polygonal points loaded into this object. This is stored as an unsigned integer.

## [instance].get_point(point_index)Â¶

Use this function to get an individual polygonal point from an object. The single argument point_index expects a value between 0 and point_count. Two float values are returned (x, y) which are both relative to the object position, so to get the real position you will need to do a little math. Here is a code example:

```-- get the layer offset
offset_x, offset_y = layer1.offset

-- get an object
local obj1 = layer1.get_object(0)

-- get the x and y of the object's first point
local x, y = obj1.get_point(0)

-- add the x and y from the object
x = x + obj1.x
y = y + obj1.y

-- add the layer coord offset to get the true render coord
x = x + offset_x
y = y + offset_y
```

The above takes a little getting used to, however this gives you great power to move things about, as you can modify coordinates either at point, object or layer level, and everything below will adjust accordingly.

## [instance].set_point(point_index, x, y)Â¶

Use this function to set an individual polygonal point on an object. The first argument point_index expects a value between 0 and point_count. Here is an exmaple:

```obj1.set_point(1, 50.0, 37.0)
```

If you wish to add more points than point_count permits, change the point_count first adding however many points you need, then call this function like this:

```obj1.point_count = 3
obj1.set_point(2, 55.0, 42.0)
```