---
title: "Tilemap Culling Tests"
description: "A visual test to verify tilemap culling works correctly across layers with different offsets, scroll factors, non-uniform scaling, and multiple tileset sizes."
phaser: "4.1.0"
size: "1024x768"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/tilemap/tests/view/visual-culling-check
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Tilemap Culling Tests

A visual test to verify tilemap culling works correctly across layers with different offsets, scroll factors, non-uniform scaling, and multiple tileset sizes.

A Phaser 4.1.0 example in [Tilemap / Tests](https://phaser.io/oss/examples/v4.1.0/tilemap/tests.md). It runs at 1024 × 768, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/tilemap/tests/view/visual-culling-check.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the file, on a page with a `<div id="game-container">`.

## Code

### visual culling check.js

```js
var config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.WEBGL,
    width: 1000,
    height: 800,
    backgroundColor: '#2d2d88',
    parent: 'game-container',
    pixelArt: true,
    scene: {
        preload: preload,
        create: create,
        update: update
    }
};

var totalTests = 0;
var testsPassed = 0;
var assert = (message, condition) => {
    totalTests++;
    if (condition) testsPassed++;
    console.assert(condition, message)
};

var game = new Phaser.Game(config);

function preload() {
    this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
    this.load.tilemapTiledJSON('desert', 'assets/tilemaps/maps/desert.json');
    this.load.image('desert-tiles', 'assets/tilemaps/tiles/tmw_desert_spacing.png');

    this.load.tilemapTiledJSON('mario', 'assets/tilemaps/maps/super-mario.json');
    this.load.image('SuperMarioBros-World1-1', 'assets/tilemaps/tiles/super-mario.png');

    this.load.tilemapTiledJSON('features-test', 'assets/tilemaps/maps/features-test.json');
    this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
    this.load.image('dangerous-kiss', 'assets/tilemaps/tiles/dangerous-kiss.png');
    this.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png');
    this.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png');
}

function create() {
    // Visual test to make sure tiles are culled properly when factoring in:
    // - Layer position
    // - Scroll factor
    // - Layer scale
    // - Maps that have multiple tilesizes

    // Static map with offset, scroll factor & scale
    var map = this.make.tilemap({ key: 'desert' });
    var tiles = map.addTilesetImage('Desert', 'desert-tiles', 32, 32, 1, 1);
    var layer = map.createLayer(0, tiles, -300, -400);
    layer.setScrollFactor(0.25);

    // Dynamic map with offset, scroll factor & scale
    var map = this.make.tilemap({ key: 'mario' });
    var tiles = map.addTilesetImage('SuperMarioBros-World1-1');
    var layer = map.createLayer(0, tiles, 50, -25);
    layer.setScrollFactor(1);
    layer.setScale(2, 0.5);

    // Map with multiple tileset sizes
    var map = this.make.tilemap({ key: 'features-test' });
    var ground_1x1 = map.addTilesetImage('ground_1x1');
    var tiles2 = map.addTilesetImage('tiles2');
    var dangerousTiles = map.addTilesetImage('dangerous-kiss');
    var layer = map.createLayer('Tile Layer 1', ground_1x1, 0, 300);
    var layer2 = map.createLayer('Offset Tile Layer', tiles2, 0, 300);
    var layer3 = map.createLayer('Small Tile Layer', dangerousTiles, 300, 300).setScrollFactor(0.5);

    var cursors = this.input.keyboard.createCursorKeys();
    var controlConfig = {
        camera: this.cameras.main,
        left: cursors.left,
        right: cursors.right,
        up: cursors.up,
        down: cursors.down,
        speed: 0.5
    };
    controls = new Phaser.Cameras.Controls.FixedKeyControl(controlConfig);
}

function update (time, delta)
{
    controls.update(delta);
}
```

## More in Tests

- [Tilemap Collision Face Debugging](https://phaser.io/oss/examples/v4.1.0/tilemap/tests/view/visual-face-test.md): Demonstrates how modifying tilemaps via methods like putTileAt, removeTileAt, copy, and fill affects collision face calculation, visualized using debug rendering.
- [Tilemap Tile Flipping Reference](https://phaser.io/oss/examples/v4.1.0/tilemap/tests/view/visual-flipping-test.md): A visual comparison demonstrating that tiles flipped or rotated in Tiled render correctly in Phaser by matching them against a reference screenshot.
- [Tilemap World Coordinates and Layer Scaling](https://phaser.io/oss/examples/v4.1.0/tilemap/tests/view/visual-tile-coords-test.md): Demonstrates how to accurately retrieve tile information, including bounds and center points, from world coordinates across layers with varying offsets and scales.
- [Tilemap World to Tile Coordinates](https://phaser.io/oss/examples/v4.1.0/tilemap/tests/view/visual-worldxy-test.md): Demonstrates how to convert pointer coordinates to tile positions across multiple layers, handling layer switching and tilesets of different sizes.
- [Visual Tile Bleed Test](https://phaser.io/oss/examples/v4.1.0/tilemap/tests/view/visual-tile-bleed-test.md): Tests for tilemap rendering artifacts and 'bleeding' between tiles while the camera is scrolling with pixel art settings enabled.

---

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