Godot Tilemap

作者 gamedev-skillsd4b0e35550c5无许可证1.3K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库11天前更新

Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: 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.

AI 生成的概览

指导在 Godot 4.7 中使用 TileMapLayer 和 TileSet 构建与编辑基于瓦片的 2D 关卡。

功能
讲解如何在 Godot 4.7 中使用 TileMapLayer 节点和 TileSet 资源制作基于瓦片的 2D 关卡,涵盖图层绘制、单瓦片碰撞、导航与自定义数据、地形自动拼接,以及通过 GDScript 读写单元格。提供工作流程步骤、单元格查询、放置、擦除、地形填充与遍历的代码模式,并列出常见陷阱以及从已弃用 TileMap 节点迁移的说明。随附的参考文件涵盖 TileSet 设置、场景瓦片、Y 排序和运行时瓦片数据覆盖。
适用场景
适用于从瓦片网格设计 2D 关卡、配置带碰撞、导航、自定义数据或地形的 TileSet,或通过代码操作瓦片时。也适用于将已弃用的 TileMap 节点迁移为多个 TileMapLayer 节点。
运行要求
需要 Godot 4.7 及其 TileMapLayer 和 TileSet 功能;该技能不附带脚本,仅包含说明和一份参考文档。

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 TileMap node (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

  1. Add a TileMapLayer node (one per visual/logical layer: background, walls, foreground). Each holds exactly one layer of tiles.
  2. Create or assign a TileSet on the layer's tile_set property. 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.
  3. 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).
  4. Paint in the TileMap bottom panel (Paint/Line/Rectangle/Bucket). For self- connecting tiles, define a terrain set and paint with Connect/Path mode.
  5. Enable per-layer collision/navigation via the layer's collision_enabled / navigation_enabled properties.
  6. 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

gdscript
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

gdscript
# 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

3. Autotiling a region with a terrain set

gdscript
# 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)

gdscript
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

Pitfalls

  • 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 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 int returns int; 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_connect produces 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.

来源与署名

来源:gamedev-skills/awesome-gamedev-agent-skills位于skills/godot/godot-tilemap提交d4b0e35

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