Visual Tile Coords Test

class Example extends Phaser.Scene
{
    text;
    smallTileLayer;
    tileLayer2;
    offsetTileLayer;
    tileLayer;
    map;
    controls;

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        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, 50, 100);
        this.tileLayer2 = this.map.createLayer('Tile Layer 2', groundTiles);
        this.tileLayer2.setScale(0.75);
        this.smallTileLayer = this.map.createLayer('Small Tile Layer', kissTiles);
        this.smallTileLayer.setScale(2);

        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.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);

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

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

        const message = [ 'Press 1/2/3/4 to select layers' ];

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

        message.push(`Mouse Position: ${worldPoint.x}, ${worldPoint.y}`);

        const tile = this.map.getTileAtWorldXY(worldPoint.x, worldPoint.y);
        if (tile)
        {
            message.push(`Tile Center Position: ${tile.getCenterX()}, ${tile.getCenterY()}`);
            message.push(`Tile Bounds: ${tile.getLeft()}, ${tile.getTop()} -> ${tile.getRight()}, ${tile.getBottom()}`);
        }

        this.text.setText(message);
    }

    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 tile world coordinates properly factor in scale, scroll and
// layer position. Expected behavior for tiles bigger/smaller 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 = {
    type: Phaser.WEBGL,
    width: 800,
    height: 600,
    backgroundColor: '#2d2d88',
    parent: 'phaser-example',
    pixelArt: true,
    scene: Example
};

const game = new Phaser.Game(config);