Basically you’ll want to loop over all the tiles, aka consider each tile one by one and remove it if it’s overlapping the sprite.
However you can only check for an overlap with the entire tilemap and not one tile. One solution is to check if the center of a tile is overlapping the sprite, another idea is to position a tile sized sprite at the tile to use a collision detector.
Also you only need to check the tiles that overlap the sprites bounding box.
Event would roughly be this. It assumes the tilemap is at 0,0 and has a tile size of 32x32
For x from int(sprite.bboxleft/32), int(sprite.bboxRight/32+1)
For y from int(sprite.bboxtop/32), int(sprite.bboxbottom/32+1)
Tilemap at x,y <> -1
System: point (x*32+16, y*32+16) overlaps sprite
— tilemap: remove tile at x,y