---
id: map-tile
name: Map.tile
category: map
kind: namespace-method
tokens: Map.tile
sig: Map.tile(x, y) -> int
tip: Read the tile character at a cell (out-of-bounds reads answer '#').
order: 2
ns: Map
member: tile
---
Reads the tile character at cell (x, y) and returns it as a character code, so you can compare it against literals like '#' or '.'. Use it for collision checks (is the cell ahead a wall?), rendering the map, or querying your own custom tile codes. Cells outside the map you set with Map.size answer '#', so the border of the world acts as a wall automatically and you never need special edge-of-map handling. Coordinates are cell indices, not pixels.
Parameters:
- `x` — the cell column to read (`0`-based)
- `y` — the cell row to read (`0`-based)
```ludic
program WallCollision {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
const TILE_SIZE: int = 16
handler BuildLevel phase Start {
Map.size(width: 8, height: 4)
Map.row(y: 0, cells: "########")
Map.row(y: 1, cells: "#..##..#")
Map.row(y: 2, cells: "#......#")
Map.row(y: 3, cells: "########")
spawn Player { Position { column: 1, row: 2 } }
}
handler MovePlayer phase Update {
for (Position) in query [Position, {Player}] {
let next_column = Position.column + 1
if Map.tile(x: next_column, y: Position.row) != '#' {
Position.column = next_column
}
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (Position) in query [Position, {Player}] {
Screen.fill_rectangle(
x: Position.column * TILE_SIZE,
y: Position.row * TILE_SIZE,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.LimeGreen)
}
Screen.show()
}
}
```