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---
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<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.
```rust
#[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.
```rust
#[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
| 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.