--- name: bevy-tilemap description: "Bevy ECS skill for tile maps. Keywords: Bevy, tilemap, tiles, ECS, Sprite." --- # 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 ```toml [dependencies] bevy = "0.20" ``` The grid is the source of truth. Sprites are a view of it. ```rust #[derive(Resource)] struct TileGrid { width: i32, height: i32, cells: Vec, } impl TileGrid { fn index(&self, x: i32, y: i32) -> Option { 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. ```rust #[derive(Resource)] struct TileGrid { width: i32, height: i32, cells: Vec, } 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, mut layouts: ResMut>, grid: Res, ) { 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. ```rust #[derive(Resource)] struct TileGrid { width: i32, height: i32, cells: Vec, } 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, 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](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](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. - [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`. - [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Hub and schedules. - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems. - [bevy-procedural-generation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-procedural-generation/SKILL.md) - Seeded layouts. - [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Map resource. #### Complements - [godot-tilemap-mastery](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-tilemap-mastery/SKILL.md) - Equivalent Godot skill. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.