Create From Objects

class Example extends Phaser.Scene
{
    controls;
    map;

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/level-with-coin-objects.json');
        this.load.spritesheet('coin', 'assets/sprites/coin.png', { frameWidth: 32, frameHeight: 32 });
        this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
    }

    create ()
    {
        this.map = this.add.tilemap('map');
        const tiles = this.map.addTilesetImage('ground_1x1');
        const layer = this.map.createLayer('Tile Layer', tiles);

        this.anims.create({
            key: 'spin',
            frames: this.anims.generateFrameNumbers('coin', { start: 0, end: 5 }),
            frameRate: 16,
            repeat: -1
        });

        // We convert all of the Tiled objects with an ID of 26 into sprites. They will get their width
        // & height from the Tiled tile object. Any custom properties on the tile object will also be
        // passed to the sprite creator (e.g. one of the tile object's has an alpha of 0.5).
        // var coins = map.createFromObjects('Coin Object Layer', 26, { key: 'coin' });

        const coins = this.map.createFromObjects('Coin Object Layer', { gid: 26, key: 'coin' });

        this.anims.play('spin', coins);

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

        const controlConfig = {
            camera: this.cameras.main,
            left: cursors.left,
            right: cursors.right,
            up: cursors.up,
            down: cursors.down,
            acceleration: 0.04,
            drag: 0.0005,
            maxSpeed: 0.7
        };

        this.controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);
    }

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

const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    backgroundColor: '#000000',
    parent: 'phaser-example',
    pixelArt: true,
    scene: Example
};

const game = new Phaser.Game(config);