Tilemaps can be used to make levels for 2D games. A tilemap is a grid of (usually square) image tiles which form the scenery of a level or area in a game. The placed tiles in a tilemap are instances of ‘reference tiles’ from a tileset. The tileset can be thought of as a pallete with which a tilemap (level) can be ‘painted’:
Collision shapes can be added to the tiles in a tileset to create solid geometry. Tilemaps can be used for both side view and top-down 2D games.
Making a tileset¶
Here are some tiles for a tileset. They are all part of the same image file. This is helpful for a game’s performance. There are so-called texture packers that will generate these spritesheets out of several separate tile images. But keeping them as separate images also works.
Create a new project and move the above PNG image into the project directory. Next,
go into the image’s import settings and turn off
Filter. Keeping it on will cause
Mipmaps should already be disabled; if not, disable this too.
The easiest way to edit and maintain a tileset is exporting it from a specially prepared scene. We’ll create that next.
Create a new scene with a regular Node or Node2D as root. For each reference tile you want to define,
add a sprite node as a child. Since our tiles measure 50x50 pixels, you should turn on the grid
View -> Show Grid or
G key) and enable snap (
Use Snap icon or
Shift + S keys).
Moving tiles with the mouse might still be inaccurate,
so use your arrow keys as well.
If more than one tile is present in the source image, make sure to use the region property of the sprite to adjust which part of the texture is being used.
Give the sprite node an appropriate and unique name. This will ensure that, in subsequent edits to the tileset (for example, if you’ve added collision, changed the region, etc), the tile will still be identified correctly and updated.
Here’s a screenshot that shows where everything of relevance is:
Add all the reference tiles in the way described above, adjusting the offsets as needed (that is, if you have multiple tiles in a single source image). Again, remember that their names must be unique.
To add collision shapes to the tiles, create a StaticBody2D child for each sprite. This is a static collision node. Then create a CollisionShape2D or CollisionPolygon as a child of the StaticBody2D. The CollisionPolygon is easier to edit.
Edit the polygon; this will give the tile a collision shape and remove the warning icon next to the CollisionPolygon node. Remember to use snap! Using snap will make sure collision polygons are aligned properly, allowing a character to walk seamlessly from tile to tile. Also do not scale or move the collision and/or collision polygon nodes. Leave them at offset 0,0, with scale 1,1 and rotation 0 with respect to the parent sprite.
Keep adding collision shapes to all tiles that need them. Note that BG is a background tile, so it should not have a collision shape.
Then save this scene for future editing. “tileset_edit.scn” would be a sensible name for it.
Exporting a TileSet¶
With the scene created and still open in the editor, use Scene > Convert To > Tile Set from the Scene Menu:
Then choose a filename, like “mytiles.tres”. Make sure the “Merge With Existing” option is toggled on. This way, every time the tileset resource file is overwritten, existing tiles are merged and updated (they are referenced by their unique name, so again, name your tiles properly).
Using the TileSet in a TileMap¶
Create a new scene, using any node or node2d as root, and then create a TileMap as a child.
Go to the TileSet property of this node and assign the one created in previous steps:
Also set the cell size to ‘50’, since that is the size used by the tiles. Quadrant size is a tuning value. The default value of 16 means that the engine will draw and cull (erase) the tilemap in blocks of 16x16 tiles. This value is usually fine, but can be used to fine tune performance in specific cases if you know what you’re doing.
Painting your world¶
Make sure the TileMap node is selected. A red grid will appear on the screen, allowing you to paint on it with the tile currently selected in the left palette.
It’s easy to accidentally select and move the tilemap node. To avoid this use the node’s lock button:
If you accidentally place a tile somewhere you don’t want it to be, you
can delete it with
RMB (the right mouse button) while in the tilemap editor.
You can flip and rotate sprites in the TileMap editor (note: flipping the sprite in the TileSet will have no effect). Icons at the top right of the editor allow flipping and rotating of the currently selected sprite - you can also use the A and S keys to flip the sprite horizontally and vertically. With a brick pattern like this tutorial uses, flipping the sprites would create unpleasant discontinuities unless you’re flipping an entire region of bricks. But for some kinds of tiles, flipping can be a convenient and space-saving feature.
Offset and scaling artifacts¶
When using a single texture for all the tiles, scaling the tileset or moving it to a non pixel-aligned location can cause filtering artifacts:
To avoid this situation use the approach below that makes the most sense for your game:
- Disable filtering and mipmaps for either the tileset texture or all tile textures if using separate images (see the Importing images asset pipeline tutorial).
- Enable pixel snap (Set
Project > Project Settings > Rendering > Quality > 2d > Use Pixel Snapto true; you can also search for
- Viewport Scaling can often help with shrinking the map (see the
Viewports tutorial). Adding a camera, setting it to
Currentand playing around with its
Zoommay be a good starting point.
- You can use a single, separate image for each tile. This will remove all artifacts, but can be more cumbersome to implement and is less optimized.