---
title: "Tilemaps: API"
package: "@phaser-ae/tiles-2d"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "Tile layers for 2D worlds, drawn from a tileset and culled to the camera, with parallax, repeat and animated tiles, and collision merged into static bodies with slopes and one-ways."
url: https://phaser.io/packs/tiles-2d/api
site: Phaser - https://phaser.io
---

# Tilemaps: API

`@phaser-ae/tiles-2d` — Tilemaps: tile layers from a tileset, culled to the camera, with parallax, repeat and animated tiles; collision merged into static bodies, slopes and one-ways.

## The pack

### `tiles2d`

```ts
function tiles2d(): Pack<{ tiles: Tiles2dApi }>
```

Tilemaps: culled layers as aggregates, collision as merged static bodies. Needs `physics-2d` composed for
shaped bodies and for one-ways that can be passed through; without it the collision spawns plain tagged
boxes, a slope tile becomes a full tile box and a one-way a solid 4-unit strip, and a console warning says so
once for each of the two kinds a map uses.

## Helpers

### `TILE`

```ts
const TILE: { readonly slopeNE: 2; readonly slopeSE: 24; readonly slopeNW: 13; readonly slopeSW: 35; readonly oneWayUp: 12; readonly oneWayDown: 23; readonly oneWayRight: 34; readonly oneWayLeft: 45; }
```

The slope and one-way indices by name, so a hand-built map need not carry magic numbers.

## Types

### `CollisionSpec`

```ts
interface CollisionSpec
```

The collision grid: what becomes static bodies.

- `data: number[][]` — rows × cols: 0 open, 1 solid, other values look up `defs` (unknown = solid).
- `defs?: Record<number, TileDef>` — Per index: a slope or one-way line. Default `game.tiles.defaultDefs`, the built-in 48-entry table, indices and all.
- `tags?: string[]` — Tags on the bodies, for collision rules. Default ['wall'].

### `LevelData`

```ts
interface LevelData
```

A whole level, as a tile editor exports it.

- `sprites?: LevelSpawnData[]` — The things to place.
- `layer: LevelLayerData[]` — The tile layers, one of which may be named `'collision'`.

### `LevelLayerData`

```ts
interface LevelLayerData
```

ONE LAYER OF A LEVEL FILE, as a tile editor exports it. The layer NAMED `'collision'` is the collision
grid; every other layer is drawn.

- `name: string` — The layer's name. `'collision'` makes it the collision grid rather than a drawn layer.
- `tilesize: number` — Tile size in world units.
- `data: number[][]` — rows × cols of tile indices.
- `firstFrame?: number` — The atlas frame index tile 1 maps to. Default 0.
- `repeat?: boolean` — Tile it forever in both directions — a looping backdrop. Default false.
- `distance?: number` — Parallax divisor: 1 locks to the world, 2 scrolls at half speed. Default 1.
- `foreground?: boolean` — Draw it in FRONT of the objects rather than behind. Default false.
- `layer?: string` — The world layer to draw into. Default `'world'`, or `'front'` when `foreground` — name it yourself if your world's layers are named differently.

### `LevelSpawnData`

```ts
interface LevelSpawnData
```

One thing to place when the level loads.

- `type: string` — What it is. A NAME, not a class — the game decides what each one means.
- `x: number` — World x.
- `y: number` — World y.
- `settings?: Record<string, unknown>` — Anything else the editor wrote for it.

### `TileAnim`

```ts
interface TileAnim
```

An animated tile: the map's one clock steps through `seq`.

- `time: number` — Seconds per frame.
- `seq: number[]` — Tile indices (1-based, as in `data`) to cycle through.

### `TileDef`

```ts
type TileDef = readonly [number, number, number, number, boolean]
```

A line across a tile in tile-local 0..1: `[x1, y1, x2, y2, solid]`. `solid` fills the side to the RIGHT of the directed line; `false` makes a one-way edge (passable from its open side).

### `TileLayer`

```ts
interface TileLayer
```

A live drawn layer.

- `name: LayerName` — The world layer it sits in, LIVE. Moving a layer between world layers is how a map draws IN FRONT of the sprites. A `foreground` flag could only ever answer "before or after"; a world layer answers "where in the whole stack", which is the question every object in the scene is already answering, so nothing here is special-cased for tiles.
- `readonly id: string` — The layer's OWN name — a level file's `'ground'`, or the world layer's name when the spec did not give one. It is how a layer is found again: several layers draw into one world layer, so `name` cannot tell them apart.
- `readonly handle: Handle` — The one roster object that draws it.
- `readonly cols: number` — Columns.
- `readonly rows: number` — Rows.
- `get(c: number, r: number): number` — The tile index at (c, r); 0 outside the layer.
- `set(c: number, r: number, v: number): void` — Set the tile index at (c, r); out of range is ignored. Nothing rebuilds.
- `firstFrame: number` — The atlas frame tile 1 maps to, LIVE. A level file carries tile INDICES; which atlas frames those are is a runtime fact the file cannot know, so pointing a loaded layer at a tileset is the normal last step of loading one. Changing it is also how a level swaps its whole palette in one write.
- `distance: number` — Parallax divisor, live.
- `repeat: boolean` — Repeat forever in both axes, live.
- `animations: Record<number, TileAnim>` — The animations, keyed by tile INDEX — live, so a sequence can be retuned or added while the map runs. The animation belongs to the index rather than to any tile, which is why a hundred water tiles shimmer in step and cost one clock and one lookup between them. A tile that must be out of phase with its neighbours is not a tile — it is an object.
- `visible: boolean` — Drawn at all, live.
- `readonly count: number` — Non-empty tiles.
- `readonly drawn: number` — Tiles emitted last frame.

### `TileLayerSpec`

```ts
interface TileLayerSpec
```

One drawn layer of a map.

- `layer: LayerName` — The world layer this sits in.
- `id?: string` — This layer's own name, for finding it again with `map.layer(id)`. Default: the world layer's name.
- `data: number[][]` — rows × cols of tile indices: 0 is empty, N draws `firstFrame + N - 1`.
- `firstFrame: number` — The atlas frame of tile 1 (what `addStrip`/`addGrid`/`loadImage` returned).
- `distance?: number` — Parallax: the layer scrolls at `camera / distance`. 2 = half speed, reads as far away. Default 1.
- `repeat?: boolean` — Tile the layer in both axes forever. Default false.
- `tint?: string` — A CSS hex colour (`#rrggbb` or `#rrggbbaa`) multiplied into every tile. Default `#ffffff`.
- `visible?: boolean` — Drawn at all. Default true.
- `animations?: Record<number, TileAnim>` — Animated tiles, keyed by tile index: one clock on the map.

### `TileMap`

```ts
interface TileMap
```

A live map: layers, collision and the bodies it became.

- `readonly tile: number` — Tile size, world units.
- `readonly x: number` — World x of the top-left.
- `readonly y: number` — World y of the top-left.
- `readonly cols: number` — Columns.
- `readonly rows: number` — Rows.
- `readonly layers: ReadonlyArray<TileLayer>` — The drawn layers, in spec order.
- `layer(name: string): TileLayer` — A layer by its own `id` — a level file's `'ground'` — falling back to the world layer's name. Throws `tiles: no layer "<name>"` when there is none.
- `cell(x: number, y: number): { c: number; r: number }` — World point → tile column/row (may be outside the map).
- `solid(c: number, r: number): boolean` — Is the collision tile at (c, r) anything but open? What `grid-move` asks. False outside the map or with no collision.
- `collisionAt(c: number, r: number): number` — The raw collision value at (c, r); 0 outside the map or with no collision.
- `setCollision(c: number, r: number, v: number): void` — Change a collision tile: every body of the map rebuilds. Out of range, no collision, or an unchanged value is ignored.
- `readonly bodies: number` — Static bodies the collision became.
- `bounds(): { x: number; y: number; w: number; h: number }` — The map's rect in world units — what `rig.bounds()` takes so the camera never shows past its edge.
- `kill(): void` — Kill the layers and bodies and drop the map from `maps`. Also done when the scene exits.

### `TileMapSpec`

```ts
interface TileMapSpec
```

What `tiles.map()` takes.

- `id?: string` — Prefix for the spawned objects' ids. Default `'tiles'`.
- `tile: number` — Tile size in world units (square).
- `x?: number` — World x of the map's top-left. Default 0.
- `y?: number` — World y of the map's top-left. Default 0.
- `layers: TileLayerSpec[]` — The drawn layers; all must be the same rows × cols.
- `collision?: CollisionSpec` — The collision grid, same rows × cols as the layers. Optional.

### `Tiles2dApi`

```ts
interface Tiles2dApi
```

`game.tiles`.

- `map(spec: TileMapSpec): TileMap` — Build a map. Throws when no layer or collision gives rows and columns, or when a layer's or the collision's size differs from the map's. Scene-scoped.
- `load(data: LevelData, opts?: { id?: string; x?: number; y?: number }): { map: TileMap; spawns: ReadonlyArray<LevelSpawnData> }` — Build a map from a LEVEL FILE — the shape a tile editor exports. The layer named `'collision'` becomes the collision grid and the rest are drawn, in the order given, with their own parallax and repeat. It returns the SPAWN LIST rather than placing anything. A level file names no class to construct: a level file that can construct arbitrary code is a level file you cannot safely load from anywhere. The game reads `type` and decides.
- `readonly maps: ReadonlyArray<TileMap>` — Every live map.
- `readonly defaultDefs: Record<number, TileDef>` — The built-in defs: every ramp angle in four directions plus four one-ways, 48 entries whose numbers never change.

---

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