> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap
Author tile-based levels with TileMapLayer + TileSet, add per-tile collision and
custom data, autotile with terrains, and manipulate cells at runtime. Targets
Godot 4.3+, where TileMapLayer replaces the now-deprecated TileMap node.
TileSet (collision,navigation, custom data, terrains), or reading/writing tiles from code.
TileMap node (single node, many layers) to multipleTileMapLayer 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.
TileMapLayer node (one per visual/logical layer: background, walls,foreground). Each holds exactly one layer of tiles.
TileSet on the layer's tile_set property. Add an atlassource (a texture sliced into tiles) in the TileSet editor. Save the TileSet as an
external .tres so multiple layers/levels reuse it.
navigation layers, occlusion, and custom data layers (typed per-tile values like
damage or is_ladder).
connecting tiles, define a terrain set and paint with Connect/Path mode.
collision_enabled /navigation_enabled properties.
local_to_map, set_cell, get_cell_source_id, andget_cell_tile_data(...).get_custom_data(...).
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])
# 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
# 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)
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
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 convertedwith to_local(...) first, or cells will be offset.
get_cell_tile_data returns null for empty cells or non-atlas sources — alwaysnull-check before get_custom_data.
int returns int; reading it as thewrong type or referencing a non-existent layer name errors. Define the layer in the
TileSet first.
set_cells_terrain_connect produces oddresults if the TileSet's terrain bitmask peering is incomplete.
immediately after set_cell, call update_internals() (expensive — avoid in loops).
collision_enabled, that the tile has aphysics layer with a polygon, and that the TileSet's physics layer mask matches your
bodies.
bitmasks), scene tiles, Y-sorting, and runtime tile-data overrides
(_use_tile_data_runtime_update), read references/tileset-and-terrains.md.
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.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/godot-tilemap from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.