gamedev-skills/awesome-gamedev-agent-skillsContrôle réussi
SKILL DETAIL
godot-tilemap
gamedev-skills/awesome-gamedev-agent-skills/godot-tilemap
Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer.
Installations · 240Voir la source
Installation
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap
Fichiers du skill
SKILL.md
Dernière synchronisation · 24 oct. 2026
references/tileset-and-terrains.md›
# TileSet & terrains reference (Godot 4.7)
Depth companion to `godot-tilemap`.
## TileSet sources
A `TileSet` holds one or more **sources**, each with an integer `source_id`:
- **Atlas source** (`TileSetAtlasSource`) — a single texture sliced into a grid of tiles.
Most common. Tiles are addressed by `atlas_coords: Vector2i` (column, row).
- **Scene collection source** (`TileSetScenesCollectionSource`) — places whole scenes as
tiles (e.g. a tile that is a particle emitter). `atlas_coords` is always `Vector2i(0,0)`
and the `alternative_tile` selects the scene.
In code, `set_cell(coords, source_id, atlas_coords, alternative_tile)` fully identifies a
tile. `alternative_tile` selects flips/rotations or alternative tiles you defined.
## Per-tile data layers
Configured in the TileSet editor; each layer applies to every tile you paint data onto:
- **Physics layers** — collision polygons per tile. The TileSet defines layer index +
collision layer/mask; `TileMapLayer.collision_enabled` toggles them at the node level.
- **Navigation layers** — navigation polygons for pathfinding. Note the docs caution that
built-in tile navigation has limits; consider baking a `NavigationRegion2D` for large
maps.
- **Occlusion layers** — light occluder polygons per tile.
- **Custom data layers** — named, typed values (`String`, `int`, `bool`, `Vector2`, ...).
Read with `tile_data.get_custom_data("name")`. Ideal for gameplay metadata
(`is_ladder`, `friction`, `damage`, `is_spawn`).
## Terrains (autotiling)
1. In the TileSet, create a **terrain set** (choose a matching mode: Match Corners and
Sides, Match Corners, or Match Sides).
2. Add one or more **terrains** to that set.
3. Paint terrain **peering bits** onto each tile's edges/corners so Godot knows how tiles
connect.
4. In the TileMap panel's **Terrains** tab, paint with **Connect** (auto-connect to
neighbors on the layer) or **Path** (connect only along the current stroke).
From code:
```gdscript
set_cells_terrain_connect(cells, terrain_set, terrain, ignore_empty_terrains)
set_cells_terrain_path(path_cells, terrain_set, terrain, ignore_empty_terrains)
```
Both require the TileSet to have all needed bit combinations defined; missing
combinations yield placeholder/odd tiles.
## Coordinate conversions
```gdscript
local_to_map(local_pos: Vector2) -> Vector2i # pixel (local) -> cell
map_to_local(cell: Vector2i) -> Vector2 # cell -> centered local pixel pos
get_neighbor_cell(cell, TileSet.CELL_NEIGHBOR_RIGHT_SIDE)
get_surrounding_cells(cell) # all edge neighbors
```
For global coordinates wrap with `to_local()` / `to_global()` (Node2D methods).
## Y-sorting (top-down depth)
Enable `CanvasItem.y_sort_enabled` on the `TileMapLayer` and set per-tile
`y_sort_origin` (and the layer's `y_sort_origin`) so taller tiles and characters overlap
correctly. The rendering quadrant optimization is bypassed for Y-sorted layers (tiles are
grouped by Y instead).
## Runtime tile-data overrides
To vary a tile's data at runtime without editing the shared TileSet, override on a
`TileMapLayer` subclass:
```gdscript
extends TileMapLayer
func _use_tile_data_runtime_update(coords: Vector2i) -> bool:
return get_cell_atlas_coords(coords) == Vector2i(3, 0) # only these tiles
func _tile_data_runtime_update(coords: Vector2i, tile_data: TileData) -> void:
# Duplicate sub-resources before editing — they are shared with the TileSet!
tile_data.modulate = Color(1, 0.6, 0.6)
```
Call `notify_runtime_tile_data_update()` when the result of `_use_tile_data_runtime_update`
should change. These updates are computationally expensive — restrict them to the few
tiles that need them.
## Migrating from the TileMap node
A deprecated `TileMap` node with N layers becomes N `TileMapLayer` nodes. Godot offers a
"Extract TileMap layers as individual TileMapLayer nodes" tool from the TileMap node's
toolbar. After extraction, update scripts: drop the leading `layer` argument from cell
calls and target the specific `TileMapLayer` node instead.
SKILL.md›
---
name: godot-tilemap
description: >
Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet:
paint layers, set up collision/navigation/custom-data on tiles, autotile with
terrain sets, and read/write cells from code (set_cell, get_cell_tile_data,
local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling,
or migrating a deprecated TileMap node to TileMapLayer.
---
# Godot TileMap (4.7 TileMapLayer)
Author tile-based levels with `TileMapLayer` + `TileSet`, add per-tile collision and
custom data, autotile with terrains, and manipulate cells at runtime. Targets
**Godot 4.7**, where `TileMapLayer` replaces the now-deprecated `TileMap` node.
## When to use
- Use when designing 2D levels from a tile grid, configuring a `TileSet` (collision,
navigation, custom data, terrains), or reading/writing tiles from code.
- Use when migrating a `TileMap` node (single node, many layers) to multiple
`TileMapLayer` nodes (one layer each).
**When *not* to use:** moving the player across the tiles → `godot-2d-movement`; general
physics bodies/raycasts → `godot-physics`; procedural map *generation* algorithms →
`procedural-gen`; level *design* practice → `level-design`.
## Core workflow
1. **Add a `TileMapLayer` node** (one per visual/logical layer: background, walls,
foreground). Each holds exactly one layer of tiles.
2. **Create or assign a `TileSet`** on the layer's `tile_set` property. Add an atlas
source (a texture sliced into tiles) in the TileSet editor. Save the TileSet as an
external `.tres` so multiple layers/levels reuse it.
3. **Add tile data in the TileSet editor:** physics layers (collision polygons),
navigation layers, occlusion, and **custom data layers** (typed per-tile values like
`damage` or `is_ladder`).
4. **Paint** in the TileMap bottom panel (Paint/Line/Rectangle/Bucket). For self-
connecting tiles, define a **terrain set** and paint with Connect/Path mode.
5. **Enable per-layer collision/navigation** via the layer's `collision_enabled` /
`navigation_enabled` properties.
6. **Read/write from code** with `local_to_map`, `set_cell`, `get_cell_source_id`, and
`get_cell_tile_data(...).get_custom_data(...)`.
## Patterns
### 1. Convert mouse position to a cell and read its custom data
```gdscript
extends TileMapLayer
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
# local_to_map expects local coords; convert from global first.
var cell := local_to_map(to_local(event.position))
var data := get_cell_tile_data(cell) # TileData or null
if data:
var dmg: int = data.get_custom_data("damage") # custom data layer
print("Cell %s deals %d damage" % [cell, dmg])
```
### 2. Place and erase tiles at runtime
```gdscript
# set_cell(coords, source_id, atlas_coords, alternative_tile = 0)
func place_wall(cell: Vector2i) -> void:
set_cell(cell, 0, Vector2i(2, 1)) # source 0, atlas tile at column 2, row 1
func dig(cell: Vector2i) -> void:
erase_cell(cell) # same as set_cell(cell, -1)
func clear_level() -> void:
clear() # remove every tile on this layer
```
### 3. Autotiling a region with a terrain set
```gdscript
# Paint a filled area with terrain `terrain` of terrain set `terrain_set`;
# Godot picks the correct edge/corner tiles to connect them.
func fill_with_grass(cells: Array[Vector2i]) -> void:
var terrain_set := 0
var grass_terrain := 0
set_cells_terrain_connect(cells, terrain_set, grass_terrain, true)
```
### 4. Iterate placed tiles (e.g. find all spawn tiles)
```gdscript
func find_spawns() -> Array[Vector2i]:
var spawns: Array[Vector2i] = []
for cell in get_used_cells():
var data := get_cell_tile_data(cell)
if data and data.get_custom_data("is_spawn"):
spawns.append(cell)
return spawns
```
## Pitfalls
- **`TileMap` node is deprecated in 4.3.** Use `TileMapLayer` nodes (one layer per node);
group them under a parent `Node2D`. Old `TileMap` calls that took a `layer` argument
(`set_cell(layer, ...)`) do not apply to `TileMapLayer`.
- **`local_to_map` needs local coordinates.** Mouse/global positions must be converted
with `to_local(...)` first, or cells will be offset.
- **`get_cell_tile_data` returns `null`** for empty cells or non-atlas sources — always
null-check before `get_custom_data`.
- **Custom data is typed.** A layer declared as `int` returns `int`; reading it as the
wrong type or referencing a non-existent layer name errors. Define the layer in the
TileSet first.
- **Terrains need every combination defined.** `set_cells_terrain_connect` produces odd
results if the TileSet's terrain bitmask peering is incomplete.
- **Runtime edits are batched** to end-of-frame. If you must read updated internals
immediately after `set_cell`, call `update_internals()` (expensive — avoid in loops).
- **Collision not working?** Check the layer's `collision_enabled`, that the tile has a
physics layer with a polygon, and that the TileSet's physics layer mask matches your
bodies.
## References
- For TileSet setup (atlas sources, physics/navigation/custom-data layers, terrain
bitmasks), scene tiles, Y-sorting, and runtime tile-data overrides
(`_use_tile_data_runtime_update`), read `references/tileset-and-terrains.md`.
## Related skills
- `godot-2d-movement` — characters that walk on these tiles.
- `godot-physics` — collision layers/masks the tile collisions participate in.
- `procedural-gen` — generating tilemaps from noise/RNG.
- `level-design` / `roguelike` — design practice and grid-based genres.