render isometric tile maps in the browser
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Render isometric (simcity 2000-style) tile maps in the browser.


var tilemap = require('tilemap');
var grid = tilemap(window.outerWidth, window.outerHeight);

for (var x = -10; x < 10; x++) {
    for (var y = -10; y < 10; y++) {
        createTile(x, y);

window.addEventListener('resize', function (ev) {
    grid.resize(window.outerWidth, window.outerHeight);

function createTile (x, y) {
    var tile = grid.createTile(x, y);
    tile.element.attr('fill', 'rgba(210,210,210,1.0)');
    tile.element.attr('stroke-width', '1');
    tile.element.attr('stroke', 'rgb(255,255,200)');
    tile.on('mouseover', function () {
        tile.element.attr('fill', 'rgba(255,127,127,0.8)');
    tile.on('mouseout', function () {
        tile.element.attr('fill', 'rgba(210,210,210,1.0)');
    tile.on('mousedown', function () {
        if (grid.itemAt(tile.x, tile.y)) {
            grid.removeItem(tile.x, tile.y);
        else grid.createItem(
            tile.x, tile.y

this example in action

a more complete example


var tilemap = require('tilemap')

var grid = tilemap(width, height)

Create a tilemap grid with width and height dimensions.

If you don't call grid.tie() by the nextTick, grid.tie(window) will be called automatically.


Bind key and mouse listeners to element to control navigation and mouse selection of individual tiles.


Append the grid html element to the target html element.

grid.resize(width, height)

Resize the raphael svg screen and container html element.

grid.move(x, y)

Move by the relative grid coordinates (x,y).

grid.moveTo(x, y)

Move to the absolute grid coordinates (x,y).

grid.pan(x, y)

Move by the relative screen coordinates (x,y).


Zoom to level. The default zoom level is 1.

var tile = grid.createTile(x, y)

Return a raphael element for a new tile at grid coordinates (x,y).

var tile = grid.tileAt(x, y)

Return the tile at grid coordinates (x,y) or undefined if there is no such tile.

grid.createItem(src, x, y, cb)

Create a new sprite item at the grid coordinates (x,y) with the image from src.

Optionally get the raphael element for the sprite item in cb(err, item).

grid.itemAt(x, y)

Return the item at the grid coordinates (x,y) or undefined if there isn't an item at (x,y).

grid.removeItem(x, y)

Remove the item at the grid coordinates (x,y).

grid.createWall(src, pt0, pt1, cb)

Like grid.createItem() except that walls will be inserted between points pt0 and pt1. Points should have 'x' and 'y' fields.

This function only draws straight walls. Either the 'x' or the 'y' must be equal between pt0 and pt1 for the wall to be created. Otherwise nothing happens.


grid.on('createPoint', function (point) { ... })

Emitted when a new point is created because a tile was created and more points needed to be added.

tile.on('mouseover', function () { ... })

point.on('mouseover', function () { ... })

Emitted when the mouse begins to hover over a tile or point.

tile.on('mouseout', function () { ... })

point.on('mouseout', function () { ... })

Emitted when the mouse is no longer hovering over a tile or point.

tile.on('mousedown', function () { ... })

point.on('mousedown', function () { ... })

Emitted when the mouse button goes down over a tile or point.

tile.on('mouseup', function () { ... })

point.on('mouseup', function () { ... })

Emitted when the mouse button goes up over a tile or point.

tile.on('click', function () { ... })

point.on('click', function () { ... })

Emitted when the mouse clicks on a tile or point.


With npm do:

npm install tilemap

then just require('tilemap') in your main.js and then compile it with browserify:

$ browserify main.js -o bundle.js