---
id: map-size
name: Map.size
category: map
kind: namespace-method
tokens: Map.size
sig: Map.size(width, height)
tip: Set the tilemap dimensions in cells before filling rows.
order: 0
ns: Map
member: size
---
Declares the dimensions of the built-in tilemap, in cells (not pixels). Call it once during a Start-phase handler before you fill the map with Map.row, so the runtime knows how many columns and rows to allocate. The tilemap is a lightweight, character-based grid the whole program can read with Map.tile, which is handy for static level geometry such as walls and floors. Reads outside these bounds are treated as a wall character, so the edge of the world is solid for free.
Parameters:
- `width` — the map width in cells (columns)
- `height` — the map height in cells (rows)
```ludic
program LevelBounds {
const GRID_WIDTH: int = 12
const GRID_HEIGHT: int = 4
const TILE_SIZE: int = 16
handler BuildLevel phase Start {
Map.size(width: GRID_WIDTH, height: GRID_HEIGHT)
Map.row(y: 0, cells: "############")
Map.row(y: 1, cells: "#..........#")
Map.row(y: 2, cells: "#..........#")
Map.row(y: 3, cells: "############")
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for row in 0 .. GRID_HEIGHT {
for column in 0 .. GRID_WIDTH {
if Map.tile(x: column, y: row) == '#' {
Screen.fill_rectangle(
x: column * TILE_SIZE,
y: row * TILE_SIZE,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.White)
}
}
}
Screen.show()
}
}
```