Skip to content
cccskills
FreePublished on GitHub

bevy-tilemap

Build tile maps in Bevy by keeping grid data in a resource and representing visible cells as sprite entities. The skill shows how to slice a texture atlas, draw cells, and choose atlas indices from neighboring tiles for autotiling.

OriginalShow the original description

Bevy ECS skill for tile maps. Keywords: Bevy, tilemap, tiles, ECS, Sprite.

thedivergentai/Game-Dev-Agentic-Skills909 stars(GitHub 909 + cccskills 0)

Run score Not tested

See how to install

Good for

  • Representing a tile grid as Bevy ECS data
  • Drawing grid cells from a texture atlas
  • Choosing tile variants from neighboring cells

Files included (2)

  • SKILL.md8.6 KB
  • references/ecs-ownership.md526 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

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

[dependencies]
bevy = "0.20"

The grid is the source of truth. Sprites are a view of it.

#[derive(Resource)]
struct TileGrid {
    width: i32,
    height: i32,
    cells: Vec<u16>,
}

impl TileGrid {
    fn index(&self, x: i32, y: i32) -> Option<usize> {
        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.

#[derive(Resource)]
struct TileGrid {
    width: i32,
    height: i32,
    cells: Vec<u16>,
}

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<AssetServer>,
    mut layouts: ResMut<Assets<TextureAtlasLayout>>,
    grid: Res<TileGrid>,
) {
    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.

#[derive(Resource)]
struct TileGrid {
    width: i32,
    height: i32,
    cells: Vec<u16>,
}

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<TileGrid>, 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

DesignBevy idiom
TileSet atlasTextureAtlasLayout::from_grid plus Sprite::from_atlas_image
TileMap layerTileGrid resource and one entity per visible cell
AutotileA 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

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore 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 needDo thisDo not
Per-entity dataComponent + QueryA scene-tree script hung on the entity
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official docs firstA made-up crate or API

Load 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 - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Animate 2D sprites in Bevy using texture atlas frames or animation clips. The skill shows how to connect an AnimationPlayer to sprite entities, loop playback, target named cutout parts, and order gameplay systems that also modify sprites.

  • Animating a sprite sheet frame by frame
  • Playing and looping a character clip
  • Animating named cutout limbs
thedivergentai/Game-Dev-Agentic-Skills909Updated Oct 17, 2026

bevy-3d-lighting

FreeSummary

Adds and configures Bevy 0.20 lighting for 3D scenes, including directional, point, and spot lights, cascade shadows, and camera distance fog. It also shows how to limit point-light shadows to the nearest lights while leaving clustering and extraction to the engine.

  • Add a sun light with cascade shadows
  • Place point or spot lights in a 3D scene
  • Add distance fog to a camera
thedivergentai/Game-Dev-Agentic-Skills909Updated Oct 17, 2026

Set up 3D mesh surfaces in Bevy 0.20+ with StandardMaterial, including metallic, cutout, and glass appearances. The skill also explains how to extend a standard material with custom shader data using ExtendedMaterial.

  • Give a Bevy mesh a metallic or rough surface
  • Create cutout foliage or translucent glass
  • Add custom shader data to a standard material
thedivergentai/Game-Dev-Agentic-Skills909Updated Oct 17, 2026

Build 3D levels in Bevy by spawning mesh entities, props, lights, and camera fog through its ECS model, where components hold entity data and systems create or update the world. The examples also show tracking loaded cells and adding nearby cells as the camera moves.

  • Assembling a greybox 3D level from primitive meshes
  • Adding props, directional lights, and camera fog
  • Spawning world cells around the camera
thedivergentai/Game-Dev-Agentic-Skills909Updated Oct 17, 2026

Model abilities in Bevy with per-actor charges and cooldowns, a shared definition catalog, and messages that signal accepted casts. The examples cover fixed-timestep updates and recharge logic, while leaving damage resolution to a separate combat system.

  • Track ability cooldowns and charges per actor
  • Set up a shared ability definition catalog
  • Accept casts only when requirements are met
thedivergentai/Game-Dev-Agentic-Skills909Updated Oct 17, 2026

Adapt a Bevy 2D game to use a perspective 3D camera and mesh based actors while retaining gameplay components. The skill guides replacing sprites and Camera2d, mapping planar velocity onto the XZ plane, and updating existing entities through startup systems.

  • Giving a Bevy 2D game a perspective camera
  • Replacing actor sprites with 3D meshes
  • Keeping gameplay components during a 2D to 3D adaptation
thedivergentai/Game-Dev-Agentic-Skills909Updated Oct 17, 2026

See all skills by thedivergentai

Report a problem with this skill