---
title: "Tilemap World to Tile Coordinates"
description: "Demonstrates how to convert pointer coordinates to tile positions across multiple layers, handling layer switching and tilesets of different sizes."
phaser: "4.1.0"
size: "800x600"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/tilemap/tests/view/visual-worldxy-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 World to Tile Coordinates

Demonstrates how to convert pointer coordinates to tile positions across multiple layers, handling layer switching and tilesets of different sizes.

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-worldxy-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 worldxy test.js

```js
class Example extends Phaser.Scene
{
    smallTileLayer;
    tileLayer2;
    offsetTileLayer;
    tileLayer;
    marker;
    map;
    controls;

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/features-test.json');

        this.load.spritesheet('coin', 'assets/sprites/coin.png', { frameWidth: 32, frameHeight: 32 });

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

    create ()
    {
        this.map = this.add.tilemap('map');

        const groundTiles = this.map.addTilesetImage('ground_1x1');
        const tiles2 = this.map.addTilesetImage('tiles2');
        const kissTiles = this.map.addTilesetImage('dangerous-kiss');

        this.tileLayer = this.map.createLayer('Tile Layer 1', groundTiles);
        this.offsetTileLayer = this.map.createLayer('Offset Tile Layer', tiles2);
        this.tileLayer2 = this.map.createLayer('Tile Layer 2', groundTiles);
        this.smallTileLayer = this.map.createLayer('Small Tile Layer', kissTiles);

        this.selectLayer(this.tileLayer);

        this.input.keyboard.on('keydown_ONE', event =>
        {
            this.selectLayer(this.tileLayer);
        });

        this.input.keyboard.on('keydown_TWO', event =>
        {
            this.selectLayer(this.offsetTileLayer);
        });

        this.input.keyboard.on('keydown_THREE', event =>
        {
            this.selectLayer(this.tileLayer2);
        });

        this.input.keyboard.on('keydown_FOUR', event =>
        {
            this.selectLayer(this.smallTileLayer);
        });

        this.marker = this.add.graphics();
        this.marker.lineStyle(2, 0x000000, 1);
        this.marker.strokeRect(0, 0, this.map.tileWidth, this.map.tileHeight);

        this.cameras.main.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels);

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

        const help = this.add.text(16, 16, '', {
            font: '20px Arial',
            backgroundColor: '#000000',
            fill: '#ffffff'
        });
        help.setScrollFactor(0);
    }

    update (time, delta)
    {
        this.controls.update(delta);

        const worldPoint = this.input.activePointer.positionToCamera(this.cameras.main);

        // Force snapping to base tile size
        const pointerTileX = this.map.worldToTileX(worldPoint.x, true, this.cameras.main, this.tileLayer);
        const pointerTileY = this.map.worldToTileY(worldPoint.y, true, this.cameras.main, this.tileLayer);
        this.marker.x = this.map.tileToWorldX(pointerTileX, this.cameras.main, this.tileLayer);
        this.marker.y = this.map.tileToWorldY(pointerTileY, this.cameras.main, this.tileLayer);

        if (this.input.manager.activePointer.isDown)
        {
            const tile = this.map.getTileAtWorldXY(worldPoint.x, worldPoint.y);
            console.log(tile);
            if (tile)
            {
                tile.flipX = !tile.flipX;
                tile.alpha = tile.alpha ? 0.5 : 1;
            }
        }
    }

    selectLayer (layer)
    {
        this.map.setLayer(layer);
        this.tileLayer.alpha = 0.5;
        this.offsetTileLayer.alpha = 0.5;
        this.tileLayer2.alpha = 0.5;
        this.smallTileLayer.alpha = 0.5;
        layer.alpha = 1;
    }
}

// Visual test to make sure selecting tiles works with a tileset that has multiple tile sizes.
// Expected behavior for tiles bigger than base size: you can only select them if you click on the
// bottom left of the graphic (the origin of where it is placed in the tilemap).

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.CANVAS,
    width: 800,
    height: 600,
    backgroundColor: '#2d2d88',
    parent: 'game-container',
    pixelArt: true,
    scene: Example
};

const game = new Phaser.Game(config);
```

## 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 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.
- [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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