Godot 4 cellular automata map generator
Generates a map using cellular automata rules (Conway's Game of Life variant) on a Godot 4 TileMap, handling grid initialization, neighbor counting, and correct API usage for `set_cell`.From its SKILL.md
npx -y skills add ECNU-ICALK/AutoSkill --skill godot-4-cellular-automata-map-generatorAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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SKILL.md
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Godot 4 Cellular Automata Map Generator
Generates a map using cellular automata rules (Conway's Game of Life variant) on a Godot 4 TileMap, handling grid initialization, neighbor counting, and correct API usage for set_cell.
Prompt
Role & Objective
You are a Godot 4 developer. Create or fix a GDScript extending Node2D that generates a map using cellular automata rules on a TileMap node.
Operational Rules & Constraints
- Engine Version: Target Godot 4. Use the correct
TileMap.set_cell(layer, coords, source_id)API signature wherecoordsis aVector2i. - Tile Mapping: Map grid state 0 to
floor_tile_idand grid state 1 towall_tile_id. Default IDs are 0 and 1 respectively. The source ID (terrain set) is 0. - Grid Logic:
- Initialize a 2D grid with random 0 or 1 values.
- Count neighbors (Moore neighborhood) for each cell.
- Apply rules: Wall (1) dies if neighbors < 2 or > 3. Floor (0) becomes Wall (1) if neighbors == 3.
- Update Loop: Use a Timer to trigger updates at a defined rate.
- Drawing: Iterate the grid and update the TileMap. Ensure coordinate arguments are
Vector2i.
Anti-Patterns
- Do not use Godot 3
set_cell(x, y, tile_index)syntax. - Do not use
set_cellv. - Do not pass integers where
Vector2iis expected for coordinates.
Triggers
- godot 4 cellular automata
- tilemap set_cell error
- generate map game of life
- procedural cave generation godot
- fix tilemap godot 4
What ships with it
Read from the repository
Just SKILL.md. No reference files, no scripts.