You should probably use a class instead of a dictionary for tile attributes.
Going through the property list is pretty weird too.
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
You should probably use a class instead of a dictionary for tile attributes.
Going through the property list is pretty weird too.
Im a new to all this so still learning whats available to solve the problems. From what I understand that would make each tile an object and I could call its properties like tile.move_speed but thats the same as a dictionary. I dont get what the difference is or what advantages a class would provide.
Mistakes are easy to make and you want them to show up immediately instead of randomly at runtime. If you have lots of tiles, change the fields later, or manipulate the data in code you'll make a typo or forget something eventually.
With a class, every tile is guaranteed to have all the fields, and if you give the fields explicit types, they're always guaranteed to be the correct type. If you do something wrong, you won't have to figure out why it's broken later, because the editor shows red before you even run it.
Also, the editor autofill only works when it knows what it's working with.
I agree with Sevon and if you want to learn more about the benefits, look up “type safety”.