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Bevy Tilemap Agent Skill

Bevy ECS skill for tile maps. Keywords: Bevy, tilemap, tiles, ECS, Sprite.

2.2k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-tilemap

What comes with it

526 bytes besides the instruction
references/ecs-ownership.md

The instruction itself

17 sections, as written by the author

Bevy tilemap

When to use

Load this before storing a grid of tiles. Bevy draws cells with Sprite and a TextureAtlas. The grid itself is a resource and a set of entities you own.

ECS shape

  • Resource: TileGrid owns width, height, and one cell id per slot.
  • Component: TileCell stores the grid coordinate on the sprite entity.
  • Draw: TextureAtlasLayout::from_grid slices a sheet. Sprite::from_atlas_image picks a cell index.
  • Schedule: spawn the grid in Startup. Autotile rules are a plain function over neighbor ids.

Examples

[dependencies]
bevy = "0.20"

The grid is the source of truth. Sprites are a view of it.

#[derive(Resource)]
struct TileGrid {
    width: i32,
    height: i32,
    cells: Vec<u16>,
}

impl TileGrid {
    fn index(&self, x: i32, y: i32) -> Option<usize> {
        if x < 0 || y < 0 || x >= self.width || y >= self.height {
            return None;
        }
        Some((y * self.width + x) as usize)
    }

    fn get(&self, x: i32, y: i32) -> u16 {
        self.index(x, y).map(|i| self.cells[i]).unwrap_or(0)
    }
}

#[derive(Component)]
struct TileCell {
    x: i32,
    y: i32,
}

A 4 by 4 sheet of 16-pixel tiles becomes one layout asset. Each solid cell spawns a sprite.

#[derive(Resource)]
struct TileGrid {
    width: i32,
    height: i32,
    cells: Vec<u16>,
}

impl TileGrid {
    fn get(&self, x: i32, y: i32) -> u16 {
        if x < 0 || y < 0 || x >= self.width || y >= self.height {
            return 0;
        }
        self.cells[(y * self.width + x) as usize]
    }
}

#[derive(Component)]
struct TileCell {
    x: i32,
    y: i32,
}

fn spawn_tiles(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut layouts: ResMut<Assets<TextureAtlasLayout>>,
    grid: Res<TileGrid>,
) {
    let layout = layouts.add(TextureAtlasLayout::from_grid(
        UVec2::splat(16),
        4,
        4,
        None,
        None,
    ));
    let image = asset_server.load("tiles.png");
    let tile = 16.0;
    for y in 0..grid.height {
        for x in 0..grid.width {
            let id = grid.get(x, y);
            if id == 0 {
                continue;
            }
            commands.spawn((
                Sprite::from_atlas_image(
                    image.clone(),
                    TextureAtlas {
                        layout: layout.clone(),
                        index: id as usize,
                    },
                ),
                Transform::from_xyz(x as f32 * tile, y as f32 * tile, 0.0),
                TileCell { x, y },
            ));
        }
    }
    commands.spawn(Camera2d);
}

Four-neighbor bits pick an atlas index. Empty neighbors stay zero.

#[derive(Resource)]
struct TileGrid {
    width: i32,
    height: i32,
    cells: Vec<u16>,
}

impl TileGrid {
    fn get(&self, x: i32, y: i32) -> u16 {
        if x < 0 || y < 0 || x >= self.width || y >= self.height {
            return 0;
        }
        self.cells[(y * self.width + x) as usize]
    }
}

#[derive(Component)]
struct TileCell {
    x: i32,
    y: i32,
}

fn autotile_index(grid: &TileGrid, x: i32, y: i32) -> usize {
    let solid = |nx: i32, ny: i32| u16::from(grid.get(nx, ny) != 0);
    let mask = solid(x, y + 1)
        | (solid(x + 1, y) << 1)
        | (solid(x, y - 1) << 2)
        | (solid(x - 1, y) << 3);
    mask as usize
}

fn repaint(grid: Res<TileGrid>, mut tiles: Query<(&TileCell, &mut Sprite)>) {
    for (cell, mut sprite) in &mut tiles {
        if let Some(atlas) = sprite.texture_atlas.as_mut() {
            atlas.index = autotile_index(&grid, cell.x, cell.y);
        }
    }
}

Same job, Bevy types

| Design | Bevy idiom |

| --- | --- |

| TileSet atlas | TextureAtlasLayout::from_grid plus Sprite::from_atlas_image |

| TileMap layer | TileGrid resource and one entity per visible cell |

| Autotile | A function from neighbor ids to an atlas index |

Scope

There is no engine tilemap type. Collision from the grid is a physics concern on bevy-physics-2d. Streaming a larger world means spawning and despawning TileCell entities from the same resource.

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

| Piece | Owner | Who may mutate | Schedule |

| --- | --- | --- | --- |

| Data on one entity | Component | One system via Query | Update or FixedMain |

| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |

| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |

| Order that must not race | .chain() | The chained systems only | Same schedule |

| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

| If you need | Do this | Do not |

| --- | --- | --- |

| Per-entity data | Component + Query | A scene-tree script hung on the entity |

| App-wide config or clock | Resource | Copy the value onto every entity |

| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |

| Startup spawn | Commands in Startup | Spawn from a render system |

| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |

| An API outside the documented set | Check the official docs first | A made-up crate or API |

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
  • No Godot TileMap or TileSet types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No named tilemap crate as the chosen solution. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

Official pages stay on unversioned bevy.org URLs. The library pin on bevy-master stays 0.20.0. Cells draw with Sprite and TextureAtlas. There is no engine tile-map type.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-tilemap from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.