---
title: "Tilemap Chebyshev Distance"
description: "Calculate the Chebyshev distance between the player's current tile and all other tiles in the map to create a dynamic visibility effect."
phaser: "4.1.0"
size: "800x600"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/tilemap/view/get-chebyshev-distance
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 Chebyshev Distance

Calculate the Chebyshev distance between the player's current tile and all other tiles in the map to create a dynamic visibility effect.

A Phaser 4.1.0 example in [Tilemap](https://phaser.io/oss/examples/v4.1.0/tilemap.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/view/get-chebyshev-distance.

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

### get chebyshev distance.js

```js
class Example extends Phaser.Scene
{
    showDebug = false;
    player;
    helpText;
    debugGraphics;
    cursors;
    map;

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.image('tiles', 'assets/tilemaps/tiles/catastrophi_tiles_16.png');
        this.load.tilemapCSV('map', 'assets/tilemaps/csv/catastrophi_level2.csv');
        this.load.spritesheet('player', 'assets/sprites/spaceman.png', { frameWidth: 16, frameHeight: 16 });
    }

    create ()
    {
        // When loading a CSV map, make sure to specify the tileWidth and tileHeight
        this.map = this.make.tilemap({ key: 'map', tileWidth: 16, tileHeight: 16 });
        const tileset = this.map.addTilesetImage('tiles');
        const layer = this.map.createLayer(0, tileset, 0, 0);

        this.anims.create({
            key: 'left',
            frames: this.anims.generateFrameNumbers('player', { start: 8, end: 9 }),
            frameRate: 10,
            repeat: -1
        });
        this.anims.create({
            key: 'right',
            frames: this.anims.generateFrameNumbers('player', { start: 1, end: 2 }),
            frameRate: 10,
            repeat: -1
        });
        this.anims.create({
            key: 'up',
            frames: this.anims.generateFrameNumbers('player', { start: 11, end: 13 }),
            frameRate: 10,
            repeat: -1
        });
        this.anims.create({
            key: 'down',
            frames: this.anims.generateFrameNumbers('player', { start: 4, end: 6 }),
            frameRate: 10,
            repeat: -1
        });

        this.player = this.physics.add.sprite(400, 300, 'player', 1);

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

        this.cursors = this.input.keyboard.createCursorKeys();
    }

    update (time, delta)
    {
        this.updatePlayer();
        this.updateMap();
    }

    updateMap ()
    {
        const origin = this.map.getTileAtWorldXY(this.player.x, this.player.y);

        this.map.forEachTile(tile =>
        {
            const dist = Phaser.Math.Distance.Chebyshev(
                origin.x,
                origin.y,
                tile.x,
                tile.y
            );

            tile.setAlpha(1 - 0.1 * dist);
        });
    }

    updatePlayer ()
    {
        this.player.body.setVelocity(0);

        // 8 directions

        if (this.cursors.left.isDown)
        {
            this.player.body.setVelocityX(-100);
        }
        else if (this.cursors.right.isDown)
        {
            this.player.body.setVelocityX(100);
        }

        if (this.cursors.up.isDown)
        {
            this.player.body.setVelocityY(-100);
        }
        else if (this.cursors.down.isDown)
        {
            this.player.body.setVelocityY(100);
        }

        // Update the animation last and give left/right animations precedence over up/down animations
        if (this.cursors.left.isDown)
        {
            this.player.anims.play('left', true);
        }
        else if (this.cursors.right.isDown)
        {
            this.player.anims.play('right', true);
        }
        else if (this.cursors.up.isDown)
        {
            this.player.anims.play('up', true);
        }
        else if (this.cursors.down.isDown)
        {
            this.player.anims.play('down', true);
        }
        else
        {
            this.player.anims.stop();
        }
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    parent: 'game-container',
    pixelArt: true,
    physics: {
        default: 'arcade'
    },
    scene: Example
};

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

## More in Tilemap

- [Base Tile Size](https://phaser.io/oss/examples/v4.1.0/tilemap/view/base-tile-size.md): Learn how to use a base grid size that differs from the tileset dimensions, allowing larger tiles to overlap vertically on a smaller map grid.
- [Convert Tiles to Sprites](https://phaser.io/oss/examples/v4.1.0/tilemap/view/create-from-tiles.md): Transform specific tile indices from a tilemap into dynamic Sprite objects using createFromTiles. This example demonstrates using a spritesheet to automatically set the correct texture frames for the converted sprites.
- [Copy Tilemap Area](https://phaser.io/oss/examples/v4.1.0/tilemap/view/copy-tiles.md): Learn how to copy a rectangular region of tiles from one location to another within a tilemap layer.
- [Create Sprites From Tilemap Objects](https://phaser.io/oss/examples/v4.1.0/tilemap/view/create-from-objects.md): Demonstrates how to use createFromObjects to automatically convert Tiled map object data into Phaser Sprites, inheriting positions and custom properties.
- [Create Tilemap from Array](https://phaser.io/oss/examples/v4.1.0/tilemap/view/create-from-array.md): This example demonstrates how to create a tilemap directly from a 2D JavaScript array of tile indices instead of loading an external data file.
- [Creating Blank Layers](https://phaser.io/oss/examples/v4.1.0/tilemap/view/creating-blank-layers.md): Generate an empty tilemap programmatically and populate it with new blank layers. This example demonstrates how to use the randomize method to fill layers with tiles and how to apply parallax effects using scale and scroll factors.
- [CSV Tilemap](https://phaser.io/oss/examples/v4.1.0/tilemap/view/csv-map.md): Demonstrates how to load and display a tilemap from a CSV file, including the requirement to manually specify tile dimensions when creating the map.
- [Dungeon Generator](https://phaser.io/oss/examples/v4.1.0/tilemap/view/dungeon-generator.md): Learn how to convert a procedurally generated dungeon layout into a dynamic Tilemap. This example demonstrates using weighted randomization for varied tile textures, tile-based collision, and a room discovery system that reveals areas as the player explores.
- [Fill Tiles](https://phaser.io/oss/examples/v4.1.0/tilemap/view/fill-tiles.md): Demonstrates how to use the fill method to replace a specific rectangular area of tiles with a new tile index based on the pointer position.
- [Get Tiles Within Geometric Shapes](https://phaser.io/oss/examples/v4.1.0/tilemap/view/get-tiles-in-shape.md): Demonstrates how to use getTilesWithinShape to find tiles that intersect with a Rectangle, Circle, Line, or Triangle, with optional filtering for only colliding tiles.
- [Grid Movement](https://phaser.io/oss/examples/v4.1.0/tilemap/view/grid-movement.md): Implement grid-based movement and tile-based collision detection by checking tile indices at specific world coordinates before updating a sprite position.
- [High Resolution Tilemap Support](https://phaser.io/oss/examples/v4.1.0/tilemap/view/danger.md): Shows how to load a 16x16 tileset into a map originally designed for 8x8 tiles by setting a custom base tile size.
- [All 48 examples in Tilemap](https://phaser.io/oss/examples/v4.1.0/tilemap.md)

---

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