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Godot4 Isometric Tilemap

skill-0xheycat-isometric-game-skills-godot4-isometric-tilemap · by 0xheycat

Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto Godot's native APIs.

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Install

$ agentstack add skill-0xheycat-isometric-game-skills-godot4-isometric-tilemap

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Godot 4 Isometric TileMap

Overview

Godot 4 supports isometric natively, but the defaults fight you: wrong tile shape, broken draw order, and magic pixel offsets that look fine until something moves. This skill maps the repo's tested concepts (grid math, depth sorting) onto Godot's TileMapLayer + Y-sort so it is correct the first time.

When to Use

  • Starting an isometric scene in Godot 4 (4.3+, TileMapLayer).
  • Characters draw in front of / behind tiles they should not.
  • Tiles overlap, or mouse picking selects the wrong cell.

Process

  1. TileSet: set Tile Shape = Isometric, Tile Layout = Diamond Down, and Tile Size to your 2:1 footprint (e.g. 64x32).
  2. Put ground on a TileMapLayer. For anything that must sort against characters, enable Y Sort Enabled on the layer and its parent node.
  3. Set each movable sprite's y_sort_origin to the tile's feet/anchor (not its top). This is Godot's version of the depth = col + row rule (see depth-sorting-occlusion).
  4. Convert coordinates with the built-ins local_to_map() / map_to_local() instead of hand-rolled offsets (mirrors isometric-grid-math).
  5. Mouse picking: local_to_map(get_local_mouse_position()) to get the cell, then map_to_local() to snap a highlight (see tile-picking-interaction).
  6. Keep ONE tile size and anchor convention across every layer and scene.
# grid  world: let Godot do the iso math
var cell: Vector2i = ground.local_to_map(ground.get_local_mouse_position())
var world: Vector2 = ground.map_to_local(cell)  # center of that tile

Rationalizations (Stop Lying to Yourself)

| Excuse | Reality | |---|---| | "I'll nudge sprite offsets until it lines up" | Manual offsets break under Y-sort and zoom. Set y_sort_origin to the anchor. | | "I'll write the iso math myself" | local_to_map / map_to_local are exact and tested. Use them. |

Red Flags - STOP if you catch yourself:

  • Y Sort disabled, or y_sort_origin left at the default (0,0).
  • Hand-written screengrid math instead of the TileMapLayer API.
  • Mixed tile sizes or anchors across layers.

Verification

You are NOT done until every box is checked:

  • [ ] TileSet shape = Isometric, layout = Diamond Down, 2:1 tile size.
  • [ ] Y Sort on; a character sorts correctly walking around a tall object.
  • [ ] Picking via local_to_map selects the cell under the cursor.
  • [ ] Round-trip local_to_map(map_to_local(cell)) returns the same cell.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.