---
title: "Tilemap Collision Face Debugging"
description: "Demonstrates how modifying tilemaps via methods like putTileAt, removeTileAt, copy, and fill affects collision face calculation, visualized using debug rendering."
phaser: "4.1.0"
size: "800x600"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/tilemap/tests/view/visual-face-test
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 Collision Face Debugging

Demonstrates how modifying tilemaps via methods like putTileAt, removeTileAt, copy, and fill affects collision face calculation, visualized using debug rendering.

A Phaser 4.1.0 example in [Tilemap / Tests](https://phaser.io/oss/examples/v4.1.0/tilemap/tests.md). It runs at 800 × 600, 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-face-test.

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 face test.js

```js
var config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    backgroundColor: '#ffffff',
    parent: 'game-container',
    pixelArt: true,
    scene: {
        preload: preload,
        create: create
    }
};

var game = new Phaser.Game(config);

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

function create() {
    var level = [
        [ 1,  2,  3,  4,  7,  7,  7],
        [ 5,  6,  7,  7,  4,  4,  7],
        [ 9, 10, 11, 12,  4,  4,  7],
        [13, 14, 15, 16,  7,  7,  7]
    ]
    var map = this.make.tilemap({data: level, tileWidth: 16, tileHeight: 16, insertNull: false});
    var tileset = map.addTilesetImage('mario-tiles');
    var layer = map.createLayer(0, tileset);

    layer.setCollision([ 2, 5, 6, 7, 10, 11, 15 ]);

    var afterGraphics = this.add.graphics();
    afterGraphics.x = layer.x;
    afterGraphics.y = layer.y + 150;
    afterGraphics.setScale(2, 2);
    layer.renderDebug(afterGraphics);

    // Run only 1 test at a time to compare before and after render debug


    // 1 - putting & recalc
    layer.putTileAt(2, 0, 0); // Good - adds left/top faces

    // 2 - putting & preventing recalc
    // layer.putTileAt(2, 0, 0, false); // Good - adds all faces
    // layer.calculateFacesWithin(); // Good - removes right/bottom and leaves left/top

    // 3 - putting a colliding index after collision set
    // var tile = layer.getTileAt(0, 3);
    // layer.putTileAt(2, 1, 3, false); // Good - no face change
    // layer.putTileAt(2, 1, 3, true); // Good - face edges change

    // 4 - removing
    // layer.removeTileAt(1, 1); // Good - adds all inner faces edges

    // 5 - removing and manual recalc
    // layer.removeTileAt(1, 1, false, false); // Good - doesn't change edges
    // layer.calculateFacesWithin(); // Good - removes right/bottom and leaves left/top

    // 6 - copying and manual recalc
    // layer.copy(0, 0, 2, 2, 4, 0, false); // Good - doesn't change edges
    // layer.calculateFacesWithin(); // Good - removes right/bottom and leaves left/top

    // 7 - Copying
    // layer.copy(0, 0, 2, 2, 4, 1, true); // Good - copies and changes edges (including all neighbors)

    // 8 - Putting a Tile
    // layer.putTileAt(layer.getTileAt(1, 1), 2, 0, false); // Good - all faces collide
    // layer.putTileAt(layer.getTileAt(0, 3), 1, 1, false); // Good - all faces don't collide

    // 9 - Filling
    // layer.fill(2, 1, 1, 5, 2, false); // Good - no face changes
    // layer.fill(2, 1, 1, 5, 2, true); // Good - face changes


    var afterGraphics = this.add.graphics();
    afterGraphics.x = layer.x - this.sys.scale.width;
    afterGraphics.y = layer.y + this.sys.scale.height / 2;
    afterGraphics.setScale(2, 2);
    layer.renderDebug(afterGraphics);
}
```

## More in Tests

- [Tilemap Culling Tests](https://phaser.io/oss/examples/v4.1.0/tilemap/tests/view/visual-culling-check.md): A visual test to verify tilemap culling works correctly across layers with different offsets, scroll factors, non-uniform scaling, and multiple tileset sizes.
- [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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