SpriteCook Dual-Grid 15-Piece Tilesets
Use this skill when implementing a top-down 15-piece SpriteCook tileset in a game engine or custom renderer.
This skill is about using a generated tileset. For generation, use spritecook-generate-tilesets.
Concept
A dual-grid tileset stores terrain as logical painted cells, then renders visible tiles between those cells. Each rendered tile is chosen from the four logical cells around it.
For each rendered tile, sample:
- top-left logical cell
- top-right logical cell
- bottom-left logical cell
- bottom-right logical cell
That four-cell pattern becomes a 4-bit mask. The mask chooses one frame from the 4x4 15-piece atlas.
Mask Order
Use SpriteCook's current mask bit order:
tslet mask = 0 if (filled(x - 1, y - 1)) mask |= 1 // top-left if (filled(x, y - 1)) mask |= 2 // top-right if (filled(x - 1, y )) mask |= 4 // bottom-left if (filled(x, y )) mask |= 8 // bottom-right
Mask 0 renders nothing. Other masks map into the 4x4 atlas through this lookup:
tsconst frameByMask = [ -1, 15, 8, 9, 0, 11, 14, 7, 13, 4, 1, 10, 3, 2, 5, 6, ]
The atlas cell is:
tsconst frame = frameByMask[mask] if (frame < 0) return null const atlasColumn = frame % 4 const atlasRow = Math.floor(frame / 4)
Renderer Pseudocode
tstype CellMap = boolean[] // width * height logical terrain cells function cellIndex(x: number, y: number, columns: number) { return y * columns + x } function isFilled(cells: CellMap, x: number, y: number, columns: number, rows: number) { return x >= 0 && y >= 0 && x < columns && y < rows && cells[cellIndex(x, y, columns)] === true } function dualGridMask(cells: CellMap, x: number, y: number, columns: number, rows: number) { let mask = 0 if (isFilled(cells, x - 1, y - 1, columns, rows)) mask |= 1 if (isFilled(cells, x, y - 1, columns, rows)) mask |= 2 if (isFilled(cells, x - 1, y, columns, rows)) mask |= 4 if (isFilled(cells, x, y, columns, rows)) mask |= 8 return mask } function atlasCellForMask(mask: number) { const frameByMask = [-1, 15, 8, 9, 0, 11, 14, 7, 13, 4, 1, 10, 3, 2, 5, 6] const frame = frameByMask[Math.max(0, Math.min(15, Math.floor(mask)))] if (frame < 0) return null return { column: frame % 4, row: Math.floor(frame / 4) } } function renderDualGrid(ctx, atlasImage, cells: CellMap, columns: number, rows: number, tileSize: number) { for (let y = 0; y <= rows; y += 1) { for (let x = 0; x <= columns; x += 1) { const mask = dualGridMask(cells, x, y, columns, rows) const atlasCell = atlasCellForMask(mask) if (!atlasCell) continue ctx.drawImage( atlasImage, atlasCell.column * tileSize, atlasCell.row * tileSize, tileSize, tileSize, x * tileSize, y * tileSize, tileSize, tileSize, ) } } }
Two-Surface Tilesets
Tilesets generated with edges="two_surfaces" (for example grass and water) have a second terrain. The frame lookup never uses atlas frame 12 (column 0, row 3, the bottom-left cell). In a two-surface set that cell holds the full counter-surface tile, such as open water.
Draw the counter surface first, then the masked pieces on top:
tsconst counterSurfaceCell = { column: 0, row: 3 } function renderTwoSurfaceDualGrid(ctx, atlasImage, cells: CellMap, columns: number, rows: number, tileSize: number) { for (let y = 0; y <= rows; y += 1) { for (let x = 0; x <= columns; x += 1) { ctx.drawImage( atlasImage, counterSurfaceCell.column * tileSize, counterSurfaceCell.row * tileSize, tileSize, tileSize, x * tileSize, y * tileSize, tileSize, tileSize, ) } } renderDualGrid(ctx, atlasImage, cells, columns, rows, tileSize) }
Without this base layer, mask 0 areas render transparent and the second terrain disappears. For a single-surface (transparent edges) set, that cell is empty; skip the base layer.
Practical Notes
- Render one more tile column and row than the logical map size because rendered tiles sit around painted logical cells.
- For pixel art, disable smoothing and use nearest-neighbor scaling.
- Treat mask
15as the filled interior tile and mask0as transparent/no draw. In a two-surface set, mask0shows the counter-surface base layer. - Paint a test map before shipping a set. If the full tile (mask
15) doesn't wrap, large filled areas show a visible checkerboard. - Use the generated atlas exactly as a 4x4 grid of equal tile-sized cells.
- Do not reinterpret the sheet as a normal 8-neighbor blob tileset; this mapping is specifically SpriteCook's dual-grid 15-piece layout.


