gamedev-skills/godot-tilemap
> 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.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.