Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemapAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
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
TileMapnode (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
- Add a `TileMapLayer` node (one per visual/logical layer: background, walls,
foreground). Each holds exactly one layer of tiles.
- Create or assign a `TileSet` on the layer's
tile_setproperty. 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.
- 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).
- Paint in the TileMap bottom panel (Paint/Line/Rectangle/Bucket). For self-
connecting tiles, define a terrain set and paint with Connect/Path mode.
- Enable per-layer collision/navigation via the layer's
collision_enabled/
navigation_enabled properties.
- 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
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
# 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 layer3. Autotiling a region with a terrain set
# 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)
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 spawnsPitfalls
- `TileMap` node is deprecated in 4.3. Use
TileMapLayernodes (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
intreturnsint; 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_connectproduces 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.


