tilemap-mastery
SKILL.md
TileMap Mastery
TileMapLayer grids, TileSet atlases, terrain autotiling, and custom data define efficient 2D level systems.
Available Scripts
tilemap_data_manager.gd
Expert TileMap serialization and chunking manager for large worlds.
NEVER Do in TileMaps
- NEVER use set_cell() in loops without batching — 1000 tiles ×
set_cell()= 1000 individual function calls = slow. Useset_cells_terrain_connect()for bulk OR cache changes, apply once. - NEVER forget source_id parameter —
set_cell(pos, atlas_coords)without source_id? Wrong overload = crash OR silent failure. Useset_cell(pos, source_id, atlas_coords). - NEVER mix tile coordinates with world coordinates —
set_cell(mouse_position)withoutlocal_to_map()? Wrong grid position. ALWAYS convert:local_to_map(global_pos). - NEVER skip terrain set configuration — Manual tile assignment for organic shapes? 100+ tiles for grass patch. Use
set_cells_terrain_connect()with terrain sets for autotiling. - NEVER use TileMap for dynamic entities — Enemies/pickups as tiles? No signals, physics, scripts. Use Node2D/CharacterBody2D, reserve TileMap for static/destructible geometry.
- NEVER query get_cell_tile_data() in _physics_process — Every frame tile data lookup? Performance tank. Cache tile data in dictionary:
tile_cache[pos] = get_cell_tile_data(pos).
Step 1: Create TileSet Resource
- Create a
TileMapLayernode - In Inspector: TileSet → New TileSet
- Click TileSet to open bottom TileSet editor
Step 2: Add Tile Atlas
- In TileSet editor: + → Atlas
- Select your tile sheet texture
- Configure grid size (e.g., 16x16 pixels per tile)
Step 3: Add Physics, Collision, Navigation
# Each tile can have:
# - Physics Layer: CollisionShape2D for each tile
# - Terrain: Auto-tiling rules
# - Custom Data: Arbitrary properties
Add collision to tiles:
- Select tile in TileSet editor
- Switch to "Physics" tab
- Draw collision polygon
Using TileMapLayer
Basic Tilemap Setup
extends TileMapLayer
func _ready() -> void:
# Set tile at grid coordinates (x, y)
set_cell(Vector2i(0, 0), 0, Vector2i(0, 0)) # source_id, atlas_coords
# Get tile at coordinates
var atlas_coords := get_cell_atlas_coords(Vector2i(0, 0))
# Clear tile
erase_cell(Vector2i(0, 0))
Runtime Tile Placement
extends TileMapLayer
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
var global_pos := get_global_mouse_position()
var tile_pos := local_to_map(global_pos)
# Place grass tile (assuming source_id=0, atlas=(0,0))
set_cell(tile_pos, 0, Vector2i(0, 0))
Flood Fill Pattern
func flood_fill(start_pos: Vector2i, tile_source: int, atlas_coords: Vector2i) -> void:
var cells_to_fill: Array[Vector2i] = [start_pos]
var original_tile := get_cell_atlas_coords(start_pos)
while cells_to_fill.size() > 0:
var current := cells_to_fill.pop_back()
if get_cell_atlas_coords(current) != original_tile:
continue
set_cell(current, tile_source, atlas_coords)
# Add neighbors
for dir in [Vector2i.UP, Vector2i.DOWN, Vector2i.LEFT, Vector2i.RIGHT]:
cells_to_fill.append(current + dir)
Terrain Auto-Tiling
Setup Terrain Set
- In TileSet editor: Terrains tab
- Add Terrain Set (e.g., "Ground")
- Add Terrain (e.g., "Grass", "Dirt")
- Assign tiles to terrain by painting them
Use Terrain in Code
extends TileMapLayer
func paint_terrain(start: Vector2i, end: Vector2i, terrain_set: int, terrain: int) -> void:
for x in range(start.x, end.x + 1):
for y in range(start.y, end.y + 1):
set_cells_terrain_connect(
[Vector2i(x, y)],
terrain_set,
terrain,
false # ignore_empty_terrains
)
Multiple Layers Pattern
# Scene structure:
# Node2D (Level)
# ├─ TileMapLayer (Ground)
# ├─ TileMapLayer (Decoration)
# └─ TileMapLayer (Collision)
# Each layer can have different:
# - Rendering order (z_index)
# - Collision layers/masks
# - Modulation (color tint)
Physics Integration
Enable Physics Layer
- TileSet editor → Physics Layers
- Add physics layer
- Assign collision shapes to tiles
Check collision from code:
func _physics_process(delta: float) -> void:
# TileMapLayer acts as StaticBody2D
# CharacterBody2D.move_and_slide() automatically detects tilemap collision
pass
One-Way Collision Tiles
# In TileSet physics layer settings:
# - Enable "One Way Collision"
# - Set "One Way Collision Margin"
# Character can jump through from below
Custom Tile Data
Define Custom Data Layer
- TileSet editor → Custom Data Layers
- Add property (e.g., "damage_per_second: int")
- Set value for specific tiles
Read Custom Data
func get_tile_damage(tile_pos: Vector2i) -> int:
var tile_data := get_cell_tile_data(tile_pos)
if tile_data:
return tile_data.get_custom_data("damage_per_second")
return 0
Performance Optimization
Use TileMapLayer Groups
# Static geometry: Single large TileMapLayer
# Dynamic tiles: Separate layer for runtime changes
Chunking for Large Worlds
# Split world into multiple TileMapLayer nodes
# Load/unload chunks based on player position
const CHUNK_SIZE := 32
func load_chunk(chunk_coords: Vector2i) -> void:
var chunk_name := "Chunk_%d_%d" % [chunk_coords.x, chunk_coords.y]
var chunk := TileMapLayer.new()
chunk.name = chunk_name
chunk.tile_set = base_tileset
add_child(chunk)
# Load tiles for this chunk...
Navigation Integration
Setup Navigation Layer
- TileSet editor → Navigation Layers
- Add navigation layer
- Paint navigation polygons on tiles
Use with NavigationAgent2D:
# Navigation automatically created from TileMap
# NavigationAgent2D.get_next_path_position() works immediately
Best Practices
1. Organize TileSet by Purpose
TileSet Layers:
- Ground (terrain=grass, dirt, stone)
- Walls (collision + rendering)
- Decoration (no collision, overlay)
Available Scripts
MANDATORY: Read before implementing terrain systems or runtime placement.
terrain_autotile.gd
Runtime terrain autotiling with set_cells_terrain_connect batching and validation.
tilemap_chunking.gd
Chunk-based TileMap management with batched updates - essential for large procedural worlds.
2. Use Terrain for Organic Shapes
# ✅ Good - smooth terrain transitions
set_cells_terrain_connect(tile_positions, 0, 0)
# ❌ Bad - manual tile assignment for organic shapes
for pos in positions:
set_cell(pos, 0, Vector2i(0, 0))
3. Layer Z-Index Management
# Background layers
$Background.z_index = -10
# Ground layer
$Ground.z_index = 0
# Foreground decoration
$Foreground.z_index = 10
Common Patterns
Destructible Tiles
func destroy_tile(world_pos: Vector2) -> void:
var tile_pos := local_to_map(world_pos)
var tile_data := get_cell_tile_data(tile_pos)
if tile_data and tile_data.get_custom_data("destructible"):
erase_cell(tile_pos)
# Spawn particle effect, drop items, etc.
Tile Highlighting
@onready var highlight_layer: TileMapLayer = $HighlightLayer
func highlight_tile(tile_pos: Vector2i) -> void:
highlight_layer.clear()
highlight_layer.set_cell(tile_pos, 0, Vector2i(0, 0))
Reference
Weekly Installs
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Repository
thedivergentai/…c-skillsGitHub Stars
35
First Seen
Feb 9, 2026
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