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Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.
npx skill4agent add thedivergentai/gd-agentic-skills godot-tilemap-masteryset_cell()set_cells_terrain_connect()set_cell(pos, atlas_coords)set_cell(pos, source_id, atlas_coords)set_cell(mouse_position)local_to_map()local_to_map(global_pos)set_cells_terrain_connect()tile_cache[pos] = get_cell_tile_data(pos)TileMapLayer# Each tile can have:
# - Physics Layer: CollisionShape2D for each tile
# - Terrain: Auto-tiling rules
# - Custom Data: Arbitrary propertiesextends 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))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))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)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
)# 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)func _physics_process(delta: float) -> void:
# TileMapLayer acts as StaticBody2D
# CharacterBody2D.move_and_slide() automatically detects tilemap collision
pass# In TileSet physics layer settings:
# - Enable "One Way Collision"
# - Set "One Way Collision Margin"
# Character can jump through from belowfunc 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# Static geometry: Single large TileMapLayer
# Dynamic tiles: Separate layer for runtime changes# 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 automatically created from TileMap
# NavigationAgent2D.get_next_path_position() works immediatelyTileSet Layers:
- Ground (terrain=grass, dirt, stone)
- Walls (collision + rendering)
- Decoration (no collision, overlay)MANDATORY: Read before implementing terrain systems or runtime placement.
set_cells_terrain_connect# ✅ 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))# Background layers
$Background.z_index = -10
# Ground layer
$Ground.z_index = 0
# Foreground decoration
$Foreground.z_index = 10func 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.@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))