{"uid":"cap_0upKy2Y8BU59CEFKlCbBk","slug":"tile-coordinate-converter-c1602f24","name":"Tile Coordinate Converter","description":"Tile coordinate converter: Convert world coordinates into tile coordinates for a grid.","url":"https://market.datapackvibe.com/x402/tile-coordinate-converter?utm_source=zero.xyz","method":"POST","headers":{},"bodySchema":{"type":"object","properties":{"x":{"type":"number","default":126},"y":{"type":"number","default":87},"tile_size":{"type":"number","default":16}}},"responseSchema":null,"example":null,"exampleRequest":null,"tags":["x402"],"displayCostAmount":"0.01","displayCostAsset":"USDC","priceDynamic":false,"priceHint":null,"priceStatus":"priced","priceSource":"probe","requiresHandshake":false,"reviewCount":0,"rating":{"score":"0.00","successRate":"0.00","reviews":0,"stars":null,"state":"unrated"},"availabilityStatus":"unknown","priceObserved":null,"sessionDeposit":null,"pricing":{"kind":"static","summary":"$0.01/call","primary":{"kind":"static","protocol":"x402","network":"base","amountUsd":"0.01","per":"call","confidence":"exact"},"accepted":[{"kind":"static","protocol":"x402","network":"base","amountUsd":"0.01","per":"call","confidence":"exact"}]},"paymentMethods":[{"uid":"pm_KJBW_rt08Q7VzCCyVGVzy","protocol":"x402","methodType":"crypto","chain":"base","mode":"charge","costAmount":"0.01","costPer":"request","priority":0,"asset":"0x833589fCD6eDb6E08f4c7C32D4f71b54bdA02913","unit":"request","depositMicros":null,"planRef":null}],"brandName":null,"brandSlug":null,"brandBaseUrl":null,"brandDocsUrl":null,"whatItDoes":"Converts world/pixel coordinates (x, y) into tile grid coordinates given a tile size.","exampleAgentPrompt":"Convert world coordinates x=126, y=87 into tile coordinates using a tile size of 16 — tell me which tile column and row that falls in.","exampleUseCases":[{"title":"Tilemap entity placement","prompt":"I have a game entity at world position x=320, y=256 and my tilemap uses 32×32 tiles — which tile cell does that entity occupy?"},{"title":"Collision detection grid cell lookup","prompt":"For my collision system, I need to know which tile grid cell the point x=74, y=53 lands in when my tile size is 16."},{"title":"Procedural map chunk loading","prompt":"Given a player at world position x=512, y=384 with a tile size of 64, tell me the tile coordinates so I can figure out which map chunk to load."}],"resultDescription":"Returns the tile column and row (tile x and tile y) corresponding to the given world coordinates, computed by dividing the input x and y values by the tile size and flooring to the nearest integer tile index.","failureModes":["Non-positive tile_size (e.g. 0 or negative) may cause division errors or undefined results","Missing or non-numeric x/y values may return an error or default to schema defaults","Extremely large coordinate values may result in precision issues for float inputs"],"whenToPreferThis":"Use this endpoint when you need a fast, stateless, pay-per-call conversion of world/pixel coordinates to tile grid indices, especially in game development pipelines, tilemap editors, or procedural generation workflows where you don't want to implement the math locally.","instructions":null,"reviewSummary":null,"reviewSummaryHighlights":null,"reviewSummaryConcerns":null,"reviewSummaryGeneratedAt":null,"activationCount":0,"lastUsedAt":null,"lastSuccessfullyRanAt":null,"lastHealthCheckAt":"2026-10-02T02:43:02.315Z","isFirstParty":false,"canonicalSlug":"tile-coordinate-converter-c1602f24"}