Agent skill

Tilemaps

by autonomous-ai in autonomous-ai/openharness

A skill your agent uses when working with tilemaps in Phaser 4.

MITAuto-check passedGame Development

Install Tilemaps

skills CLI
$ npx skills add autonomous-ai/openharness --skill tilemaps -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install autonomous-ai/openharness tilemaps --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/phaser/skills/tilemaps .claude/skills/tilemaps && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
tilemaps
GitHub stars
1.1k
Token cost
~4.9k tokens
SKILL.md length
1,353 words
Files
1
Skills in repo
99
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when working with tilemaps in Phaser 4.

  • Works in 11 steps: Tileset name must match Tiled exactly.… → Layer name must match Tiled exactly.… → Each layer can only be created once.… → …
  • Working with tilemaps in Phaser 4
  • SKILL.md covers Quick Start, Core Concepts, Common Patterns and API Quick Reference, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Tilemaps is an agent skill from autonomous-ai/openharness. Use this skill when working with tilemaps in Phaser 4. Covers loading Tiled JSON maps, creating tilemap layers, tile collision, dynamic tiles, tile properties, and tilemap camera culling. Triggers on: Tilemap, Tiled, tilemap layer, tile collision, tile properties.

Its SKILL.md is about 4.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Sprites and pixel art. The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.

When your agent uses it

  • Working with tilemaps in Phaser 4
  • Tile properties

Example prompts

  • “/tilemaps”

Workflow steps

11 steps, taken from the first numbered list in SKILL.md.

  1. Tileset name must match Tiled exactly. The first argument to addTilesetImage is the tileset name as defined in Tiled, not the Phaser…
  2. Layer name must match Tiled exactly. createLayer takes the layer name from Tiled (or layer index). Group layer children are prefixed with…
  3. Each layer can only be created once. Calling createLayer with the same layer ID twice returns null with a warning. The layer data can only…
  4. setCollision must be called before physics colliders work. Without marking tiles as collidable, this.physics.add.collider() will pass…
  5. TilemapGPULayer is orthographic only. It does not support isometric, hexagonal, or staggered maps. It also only supports a single tileset…
  6. TilemapGPULayer requires manual texture regeneration. After calling putTileAt or other edit methods, call generateLayerDataTexture() or…
  7. "Collection of Images" tilesets are not supported. The Tiled parser requires all tiles in a tileset to be in a single image. Embedded…
  8. Tile index -1 means empty. Many methods return null for empty tiles by default. Pass nonNull: true to get a Tile object with index === -1…
  9. insertNull in tilemap factory. When creating a tilemap, insertNull: true stores null for empty tiles instead of Tile objects with index…
  10. Tile callbacks only fire with active physics. setTileIndexCallback and setTileLocationCallback require a physics collider or overlap…
  11. Layer position and Tiled offset. If x and y are not specified in createLayer, they default to the layer offset defined in Tiled, not (0, 0).

What it can do on your machine

Read from SKILL.md and the folder at commit 54a1f1b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Tilemaps loads about 4.9k tokens when it runs. Until then it costs about 68 tokens; SKILL.md has 1,353 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~68
When it runs · the whole SKILL.md, loaded when a task matches
~4.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from autonomous-ai/openharness at commit 54a1f1b, republished under its MIT licence (© autonomous-ai). 1,353 words, ~4,883 tokens.

Download SKILL.mdSave it as .claude/skills/tilemaps/SKILL.md (or your agent's skills folder).
name
tilemaps
description
Use this skill when working with tilemaps in Phaser 4. Covers loading Tiled JSON maps, creating tilemap layers, tile collision, dynamic tiles, tile properties, and tilemap camera culling. Triggers on: Tilemap, Tiled, tilemap layer, tile collision, tile properties.

Tilemaps

Phaser Tilemaps render tile-based levels from Tiled JSON, CSV, or raw 2D arrays. A Tilemap holds parsed map data and provides methods to add tilesets, create layers, set collision, and query tiles. Layers (TilemapLayer or TilemapGPULayer) are the Game Objects that actually render tiles. Phaser supports orthogonal, isometric, hexagonal, and staggered maps.

Key source paths: src/tilemaps/Tilemap.js, src/tilemaps/TilemapLayer.js, src/tilemaps/TilemapGPULayer.js, src/tilemaps/TilemapLayerBase.js, src/tilemaps/Tile.js, src/tilemaps/Tileset.js, src/tilemaps/TilemapFactory.js, src/tilemaps/components/, src/tilemaps/parsers/tiled/ Related skills: ../loading-assets/SKILL.md, ../sprites-and-images/SKILL.md

Quick Start

js
class GameScene extends Phaser.Scene {
    preload() {
        // Load the Tiled JSON and the tileset image
        this.load.tilemapTiledJSON('map', 'assets/level1.json');
        this.load.image('tiles', 'assets/tilesheet.png');
    }

    create() {
        // Create the tilemap from cached JSON
        const map = this.add.tilemap('map');

        // Link the tileset image to the tileset name used in Tiled
        const tileset = map.addTilesetImage('tilesheet', 'tiles');

        // Create a layer - layerID must match the layer name in Tiled
        const ground = map.createLayer('Ground', tileset);

        // Enable collision on specific tile indexes
        ground.setCollision([1, 2, 3]);
    }
}

The flow is always: load JSON + image, create tilemap, add tileset image, create layer(s), set collision.

Core Concepts

Tilemap vs Layer

A Tilemap is a data container, not a display object. It stores parsed map data (layers, tilesets, objects) and provides methods that operate on them. A TilemapLayer or TilemapGPULayer is the actual Game Object added to the display list that renders tiles.

js
const map = this.add.tilemap('map');    // Data container (not rendered)
const layer = map.createLayer('Ground', tileset);  // Game Object (rendered)

this.add.tilemap(key) is a factory registered on GameObjectFactory. It delegates to ParseToTilemap which reads from the cache and returns a Tilemap instance.

Tilesets

A Tileset (src/tilemaps/Tileset.js) links a tileset name (from Tiled) to a loaded texture. It stores firstgid, tile dimensions, margin, and spacing.

js
// tilesetName: the name in Tiled's tileset panel
// key: the Phaser texture key (defaults to tilesetName if omitted)
const tileset = map.addTilesetImage('tilesetName', 'textureKey');

// Override tile dimensions, margin, and spacing if needed
const tileset = map.addTilesetImage('name', 'key', 16, 16, 1, 2);

addTilesetImage(tilesetName, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid, tileOffset) - If the tileset name already exists in the parsed map data, it updates the existing Tileset object with the texture. If not (non-Tiled maps), it creates a new Tileset.

Important: The Phaser Tiled parser does not support "Collection of Images" tilesets. All tiles must be in a single tileset image per tileset.

The Tile Class

Each cell in a layer is a Tile object (src/tilemaps/Tile.js). Key properties:

  • index - tile index in the tileset (-1 for empty)
  • x, y - tile coordinates (in tiles, not pixels)
  • pixelX, pixelY - pixel position relative to layer origin
  • width, height - tile size in pixels
  • properties - custom properties from Tiled (object)
  • collideLeft, collideRight, collideUp, collideDown - per-edge collision flags
  • faceLeft, faceRight, faceTop, faceBottom - interesting face flags for collision optimization
  • collisionCallback - per-tile collision callback function
  • tint - tint color value (default 0xffffff)
  • tintMode - tint blend mode (default TintModes.MULTIPLY)
  • rotation - rotation angle
  • physics - object for physics-engine-specific data (e.g. bodies)
  • alpha, visible, flipX, flipY - inherited from mixins
TilemapGPULayer (v4.0.0)

TilemapGPULayer is a high-performance WebGL-only alternative to TilemapLayer. It renders the entire layer as a single quad using a shader, making it almost entirely GPU-bound.

js
// Pass gpu: true as the 5th argument to createLayer
const layer = map.createLayer('Ground', tileset, 0, 0, true);

Capabilities:

  • Single tileset per layer only (no multi-tileset)
  • Max tilemap size: 4096x4096 tiles
  • Max unique tile IDs: 2^23 (8,388,608)
  • Supports tile flip and tile animation
  • Orthographic maps only (no iso/hex/staggered)
  • Smooth tile borders with LINEAR filtering (no seams)
  • Sharp pixels with NEAREST filtering

Restrictions:

  • Layer edits do not display automatically. Call generateLayerDataTexture() after modifying tiles.
  • WebGL renderer only (no Canvas fallback)
  • Cannot use multiple tilesets on a single layer
js
// If you edit tiles on a GPU layer, regenerate the data texture:
gpuLayer.putTileAt(5, 10, 10);
gpuLayer.generateLayerDataTexture();
TilemapLayerBase

Both TilemapLayer and TilemapGPULayer extend TilemapLayerBase (src/tilemaps/TilemapLayerBase.js), which extends GameObject. The base class provides all tile query, manipulation, and collision methods. It includes these component mixins: Alpha, BlendMode, ComputedSize, Depth, ElapseTimer, Flip, GetBounds, Lighting, Mask, Origin, RenderNodes, Transform, Visible, ScrollFactor, and Arcade Physics Collision.

Common Patterns

Creating from Tiled JSON
js
preload() {
    this.load.tilemapTiledJSON('map', 'assets/map.json');
    this.load.image('tiles', 'assets/tileset.png');
}

create() {
    const map = this.add.tilemap('map');
    const tileset = map.addTilesetImage('TilesetNameInTiled', 'tiles');
    const layer = map.createLayer('LayerNameInTiled', tileset);
}

The layerID passed to createLayer must match the layer name in Tiled exactly. Group layer children are flattened with a 'ParentGroup/Layer' naming convention.

Multiple Layers
js
const map = this.add.tilemap('map');
const tileset = map.addTilesetImage('terrain', 'terrain-img');

const background = map.createLayer('Background', tileset);
const ground = map.createLayer('Ground', tileset);
const foreground = map.createLayer('Foreground', tileset);

// Layers are rendered in creation order. Use depth for finer control:
foreground.setDepth(10);

A layer can use multiple tilesets (CPU layer only):

js
const tiles1 = map.addTilesetImage('terrain', 'terrain-img');
const tiles2 = map.addTilesetImage('objects', 'objects-img');
const layer = map.createLayer('Ground', [tiles1, tiles2]);
Creating a Blank Layer
js
const map = this.add.tilemap('map');
const tileset = map.addTilesetImage('terrain', 'terrain-img');

// createBlankLayer(name, tileset, x, y, width, height, tileWidth, tileHeight)
const layer = map.createBlankLayer('dynamic', tileset, 0, 0, 50, 50, 32, 32);

// Fill it with tiles
layer.fill(1);  // Fill entire layer with tile index 1
layer.putTileAt(5, 10, 10);  // Place tile index 5 at tile coord (10, 10)
Collision Setup

There are several ways to enable tile collision for Arcade Physics:

js
// By specific tile indexes
layer.setCollision([1, 2, 3]);

// By range (inclusive)
layer.setCollisionBetween(1, 50);

// By tile property (set in Tiled's tileset editor)
layer.setCollisionByProperty({ collides: true });
// Supports arrays: { type: ['stone', 'lava'] }

// By exclusion - collide on ALL tiles except these
layer.setCollisionByExclusion([-1, 0]);  // -1 is empty, 0 is often background

// From Tiled collision editor shapes
layer.setCollisionFromCollisionGroup();

All collision methods on TilemapLayerBase mirror methods on Tilemap but don't require a layer parameter. On the Tilemap, you can pass a layer reference or use the "current layer":

js
map.setLayer('Ground');
map.setCollision([1, 2, 3]);  // Applies to current layer
// Or specify a layer explicitly:
map.setCollision([1, 2, 3], true, true, 'Ground');
Physics Integration (Arcade)
js
// Enable collisions between a sprite and a tilemap layer
this.physics.add.collider(player, groundLayer);

// With a callback
this.physics.add.collider(player, groundLayer, (sprite, tile) => {
    if (tile.index === 5) {
        // Hit a special tile
    }
});

// Overlap detection instead of collision
this.physics.add.overlap(player, groundLayer, (sprite, tile) => {
    // Player is overlapping this tile
});

The layer must have collision set on its tiles (via setCollision* methods) for physics to detect them. The layer itself has collisionCategory and collisionMask properties for collision filtering.

Tile Properties

Tiles can have custom properties set in Tiled's tileset editor:

js
// Access tile properties
const tile = layer.getTileAt(10, 5);
console.log(tile.properties.damage);    // Custom property from Tiled
console.log(tile.properties.type);      // Custom property from Tiled

// Set collision based on custom properties
layer.setCollisionByProperty({ collides: true });
layer.setCollisionByProperty({ type: ['wall', 'rock'] });
Tile Callbacks
js
// Callback by tile index - fires when physics body overlaps these tiles
map.setTileIndexCallback([5, 6, 7], (sprite, tile) => {
    // Called for tiles with index 5, 6, or 7
    console.log('Hit tile', tile.index, 'at', tile.x, tile.y);
}, this);

// Callback by tile location - fires for tiles in a rectangular area
map.setTileLocationCallback(10, 10, 5, 5, (sprite, tile) => {
    // Called for any tile in the 5x5 region starting at (10, 10)
}, this);

// Per-tile callback
const tile = layer.getTileAt(10, 5);
tile.collisionCallback = (sprite, tile) => {
    // Custom logic for this specific tile
};

Tile callbacks require an active physics collider/overlap between the body and the layer.

Querying Tiles
js
const tile = layer.getTileAt(10, 5);               // By tile coords (or null)
const tile = layer.getTileAt(10, 5, true);          // nonNull: Tile with index -1 instead of null
const tile = layer.getTileAtWorldXY(worldX, worldY); // By world coords
const exists = layer.hasTileAt(10, 5);              // Boolean check

// Region queries
const tiles = layer.getTilesWithin(0, 0, 10, 10);            // Tile coord region
const tiles = layer.getTilesWithinWorldXY(x, y, w, h);       // World coord region
const tiles = layer.getTilesWithinShape(circle);              // Shape overlap

// Functional queries
const water = layer.filterTiles(t => t.properties.type === 'water');
const spawn = layer.findTile(t => t.properties.isSpawn);
layer.forEachTile(t => { /* iterate all tiles */ });
Modifying Tiles at Runtime
js
layer.putTileAt(5, 10, 10);                      // Place tile index 5 at (10, 10)
layer.putTileAtWorldXY(5, worldX, worldY);        // Place by world coords
layer.putTilesAt([[1, 2], [3, 4]], 10, 10);       // Place a 2x2 grid
layer.removeTileAt(10, 10);                       // Remove tile
layer.fill(1, 0, 0, 10, 10);                     // Fill 10x10 region with index 1
layer.replaceByIndex(5, 10);                      // Replace all index-5 with index-10
layer.copy(0, 0, 5, 5, 20, 20);                  // Copy 5x5 from (0,0) to (20,20)
layer.randomize(0, 0, 10, 10, [1, 2, 3, 4]);     // Random tiles in region
layer.weightedRandomize([{ index: 1, weight: 4 }, { index: 2, weight: 1 }], 0, 0, 10, 10);
layer.shuffle(0, 0, 10, 10);                     // Shuffle tiles in region
Coordinate Conversion
js
const tileXY = layer.worldToTileXY(worldX, worldY);   // World -> tile coords
const worldXY = layer.tileToWorldXY(tileX, tileY);    // Tile -> world coords

// Reuse a vector to avoid allocation
const vec = new Phaser.Math.Vector2();
layer.worldToTileXY(worldX, worldY, true, vec);  // snapToFloor = true
Object Layers (Tiled)

Tiled object layers define points, rectangles, and sprite placement. Use createFromObjects on the Tilemap:

js
// Create sprites from all objects on the 'Enemies' object layer
const enemies = map.createFromObjects('Enemies', {
    gid: 26,          // Match by tile GID
    classType: Enemy   // Custom class extending Sprite
});

// Match by name
const coins = map.createFromObjects('Items', {
    name: 'coin',
    key: 'coin-texture',
    frame: 0
});

// Match by type
const spawns = map.createFromObjects('Spawns', {
    type: 'player-spawn'
});

// Access raw object layer data
const objectLayer = map.getObjectLayer('Enemies');
objectLayer.objects.forEach(obj => {
    console.log(obj.name, obj.x, obj.y, obj.properties);
});

createFromObjects(layerName, config, useTileset) config options: id, gid, name, type, classType (default Sprite), scene, container, key, frame, ignoreTileset.

Animated Tiles

Tile animations are defined in Tiled's tileset editor and parsed automatically. Both TilemapLayer and TilemapGPULayer support animated tiles. The TilemapLayerBase uses ElapseTimer to track animation time via preUpdate.

Isometric, Hexagonal, and Staggered Maps
js
// Isometric map
const map = this.add.tilemap('iso-map');
const tileset = map.addTilesetImage('iso-tiles', 'iso-img');
const layer = map.createLayer('Ground', tileset);

// Get tile at world coords in isometric space
const tile = layer.getIsoTileAtWorldXY(worldX, worldY);

// TilemapGPULayer does NOT support iso/hex/staggered - use TilemapLayer

The map orientation property is set from Tiled data. Coordinate conversion functions are automatically selected based on orientation.

API Quick Reference

Tilemap (data container - not rendered)
MethodDescription
addTilesetImage(name, key, tw, th, margin, spacing, gid, offset)Link tileset name to texture
createLayer(layerID, tileset, x, y, gpu)Create layer (gpu=true for GPU layer)
createBlankLayer(name, tileset, x, y, w, h, tw, th)Create empty layer for procedural maps
createFromObjects(layerName, config, useTileset)Convert Tiled objects to Sprites
getObjectLayer(name)Get raw object layer data
setLayer(layer)Set current active layer for shorthand methods

Most tile query/collision/manipulation methods exist on both Tilemap (with extra layer param) and TilemapLayerBase (without). Prefer calling on the layer directly.

Show full SKILL.md (542 more words)Show less
TilemapLayerBase (rendered layer - CPU and GPU)

Collision: setCollision(indexes), setCollisionBetween(start, stop), setCollisionByProperty(props), setCollisionByExclusion(indexes), setCollisionFromCollisionGroup(), setTileIndexCallback(indexes, cb, ctx), setTileLocationCallback(x, y, w, h, cb, ctx)

Tile queries: getTileAt(x, y, nonNull), getTileAtWorldXY(wx, wy, nonNull, cam), getTilesWithin(x, y, w, h, opts), getTilesWithinWorldXY(wx, wy, w, h, opts, cam), getTilesWithinShape(shape, opts, cam), hasTileAt(x, y), hasTileAtWorldXY(wx, wy, cam), filterTiles(cb), findTile(cb), forEachTile(cb)

Tile manipulation: putTileAt(tile, x, y), putTileAtWorldXY(tile, wx, wy), putTilesAt(arr, x, y), removeTileAt(x, y), fill(index, x, y, w, h), copy(sx, sy, w, h, dx, dy), randomize(x, y, w, h, indexes), weightedRandomize(weights, x, y, w, h), shuffle(x, y, w, h), swapByIndex(a, b), replaceByIndex(find, replace), createFromTiles(indexes, replacements, config)

Coordinates: worldToTileXY(wx, wy, snap, vec, cam), tileToWorldXY(tx, ty, vec, cam)

TilemapGPULayer (additional)
MethodDescription
generateLayerDataTexture()Regenerate GPU texture after tile edits
Tile Properties

index (number, -1=empty), x/y (tile coords), pixelX/pixelY (pixel pos relative to layer), width/height, properties (object from Tiled), collideLeft/Right/Up/Down (boolean), collisionCallback (function), tint (number), rotation (number), alpha, flipX/flipY, physics (object for engine data)

Gotchas

  1. Tileset name must match Tiled exactly. The first argument to addTilesetImage is the tileset name as defined in Tiled, not the Phaser texture key. If they don't match, you get null back and a console warning.

  2. Layer name must match Tiled exactly. createLayer takes the layer name from Tiled (or layer index). Group layer children are prefixed with 'GroupName/LayerName'.

  3. Each layer can only be created once. Calling createLayer with the same layer ID twice returns null with a warning. The layer data can only be associated with one layer Game Object.

  4. setCollision must be called before physics colliders work. Without marking tiles as collidable, this.physics.add.collider() will pass through all tiles.

  5. TilemapGPULayer is orthographic only. It does not support isometric, hexagonal, or staggered maps. It also only supports a single tileset per layer.

  6. TilemapGPULayer requires manual texture regeneration. After calling putTileAt or other edit methods, call generateLayerDataTexture() or the changes won't appear.

  7. "Collection of Images" tilesets are not supported. The Tiled parser requires all tiles in a tileset to be in a single image. Embedded tilesets in the exported JSON are required.

  8. Tile index -1 means empty. Many methods return null for empty tiles by default. Pass nonNull: true to get a Tile object with index === -1 instead.

  9. insertNull in tilemap factory. When creating a tilemap, insertNull: true stores null for empty tiles instead of Tile objects with index -1. Saves memory for large sparse maps but prevents dynamic tile placement in empty cells.

  10. Tile callbacks only fire with active physics. setTileIndexCallback and setTileLocationCallback require a physics collider or overlap between the body and the layer to trigger.

  11. Layer position and Tiled offset. If x and y are not specified in createLayer, they default to the layer offset defined in Tiled, not (0, 0).

Source File Map

FilePurpose
src/tilemaps/Tilemap.jsMain data container with all map-level methods
src/tilemaps/TilemapFactory.jsRegisters this.add.tilemap() on GameObjectFactory
src/tilemaps/TilemapLayerBase.jsShared base for CPU and GPU layers (extends GameObject)
src/tilemaps/TilemapLayer.jsCPU-rendered layer (multi-tileset, all orientations)
src/tilemaps/TilemapGPULayer.jsGPU-accelerated layer (v4, WebGL, orthographic, single tileset)
src/tilemaps/Tile.jsIndividual tile data (index, position, collision, properties)
src/tilemaps/Tileset.jsTileset data (name, firstgid, dimensions, image)
src/tilemaps/components/Pure functions: SetCollision, GetTileAt, PutTileAt, SetTileIndexCallback, etc.
src/tilemaps/parsers/tiled/Tiled JSON parsers: ParseJSONTiled, ParseTileLayers, ParseObjectLayers, ParseTilesets, BuildTilesetIndex
src/tilemaps/ParseToTilemap.jsOrchestrates parsing and Tilemap creation
src/tilemaps/mapdata/LayerData.jsLayer data structure

© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in store/agents/phaser/skills/tilemaps of autonomous-ai/openharness.

Open the folder on GitHubat commit 54a1f1b

Compare with similar skills

Tilemaps next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Tilemaps compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Tilemaps this skillautonomous-ai/openharness1.1k—~4.9kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Code-Drawn 2D Game Art0x0funky/agent-sprite-forge4.3k—~2.5kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.6k—~4.4kAutomated safety check: PassApache-2.0
Pixel Artmateaix/mateclaw1.1k5 repos~1.8kAutomated safety check: PassApache-2.0
Asset Pipelinerehan-remade/universal-modder4.7k—~2kAutomated safety check: PassMIT

Similar skills

  • Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.

    7.1k GitHub stars~2.8k tokensUpdated 5 days ago
    Game DevelopmentAuto-check passed
  • Code-Drawn 2D Game Art

    0x0funky/agent-sprite-forge

    Draws 2D game art from code with no image model: pixel sprites, SVG props and icons, rigged characters, FX, autotiles and layouts, only when explicitly asked for.

    4.3k GitHub stars~2.5k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Sprite Gen

    aldegad/sprite-gen

    Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.

    2.6k GitHub stars~4.4k tokensUpdated today
    Game DevelopmentAuto-check passed
  • Pixel Art

    mateaix/mateclaw

    Pixel art w/ era palettes (NES, Game Boy, PICO-8). An agent skill from mateaix/mateclaw.

    1.1k GitHub starsUsed in 5 repos~1.8k tokens
    Game DevelopmentAuto-check passed
  • Asset Pipeline

    rehan-remade/universal-modder

    Turn generated or hand-made art into exactly what a game engine loads.

    4.7k GitHub stars~2k tokensUpdated today
    Game DevelopmentAuto-check passed
  • Petdex

    crafter-station/petdex

    Browse, install, submit, and edit pixel-art pets with the Petdex CLI.

    4.2k GitHub stars~614 tokensUpdated 8 days ago
    Game DevelopmentAuto-check passed

More from autonomous-ai/openharness

All 99 skills in this repo
  • G-code Slicer Tool

    autonomous-ai/openharness

    Slices 3D mesh files into printer-profiled plain G-code through real slicer CLIs, with backend discovery, input inspection, dry runs and static validation.

    1.1k GitHub stars~1.5k tokensUpdated today
    Auto-check passed
  • Home Assistant Automation Builder

    autonomous-ai/openharness

    Turns a home-automation request into standard, testable automations.yaml, run against Home Assistant Core's real triggers and verified with its own trace tool.

    1.1k GitHub stars~1.2k tokensUpdated today
    Auto-check passed
  • Score Music Composer

    autonomous-ai/openharness

    Turns a musical brief into LilyPond concert-pitch music, checked parts for each instrument and a playable practice pack.

    1.1k GitHub stars~1.1k tokensUpdated today
    Auto-check passed
  • OrcaSlicer 3MF and G-code Workflow

    autonomous-ai/openharness

    Turns an STL and explicit printer and material requirements into compared OrcaSlicer plans, an editable 3MF project, checked G-code and a portable handoff.

    1.1k GitHub stars~1.5k tokensUpdated today
    Auto-check passed
  • Sheets and Docs Report Builder

    autonomous-ai/openharness

    Builds an editable DOCX report, a formula-driven XLSX workbook and a fresh LibreOffice PDF preview from one structured source file, then checks them together.

    1.1k GitHub stars~708 tokensUpdated today
    Auto-check passed
  • Bambu Labs

    autonomous-ai/openharness

    Dry-run, upload, and cautiously initiate local Bambu Lab print jobs from validated plain .gcode, using Bambu LAN FTPS/MQTT handoffs.

    1.1k GitHub starsUsed in 1 repo~2.1k tokens
    Auto-check: warnings

Questions about Tilemaps

What does Tilemaps do?

A skill your agent uses when working with tilemaps in Phaser 4. Tilemaps is an agent skill from autonomous-ai/openharness. Use this skill when working with tilemaps in Phaser 4.

When should I use Tilemaps?

Tilemaps fits situations like: working with tilemaps in Phaser 4; tile properties.

How do I install Tilemaps in Claude Code?

Run `npx skills add autonomous-ai/openharness --skill tilemaps -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/tilemaps in autonomous-ai/openharness) into .claude/skills/tilemaps in your project. Claude Code loads it when a task matches its description.

How do I install Tilemaps in Codex?

Run `npx skills add autonomous-ai/openharness --skill tilemaps -a codex`. Or copy the skill folder (store/agents/phaser/skills/tilemaps in autonomous-ai/openharness) into .agents/skills/tilemaps in your project. Codex loads it when a task matches its description.

Can I use Tilemaps in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill tilemaps -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/tilemaps, .gemini/skills/tilemaps, .github/skills/tilemaps and .opencode/skills/tilemaps in your project.

What does Tilemaps need to run?

SKILL.md names no scripts, command-line tools or credentials: Tilemaps is instructions for the agent only.

Does Tilemaps access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Tilemaps safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Tilemaps use?

Tilemaps is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Tilemaps use?

About 4.9k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Tilemaps?

Skills that share tags, products or a category with Tilemaps: Game Asset Generator (htdt/godogen, 7.1k stars), Code-Drawn 2D Game Art (0x0funky/agent-sprite-forge, 4.3k stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars) and Pixel Art (mateaix/mateclaw, 1.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Tilemaps?

autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,137 GitHub stars. The repository holds 99 skills in this directory. The repository was last updated on October 7, 2026.

Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.