Tileset Collision Shapes

class Example extends Phaser.Scene
{
    controls;

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-shapes.json');
        this.load.image('kenny_platformer_64x64', 'assets/tilemaps/tiles/kenny_platformer_64x64.png');
    }

    create ()
    {
        const map = this.add.tilemap('map');
        const tileset = map.addTilesetImage('kenny_platformer_64x64');
        const layer = map.createLayer('Tile Layer 1', tileset);

        const graphics = this.add.graphics();

        // Loop over each tile and visualize its collision shape (if it has one)
        layer.forEachTile(tile =>
        {
            const tileWorldPos = layer.tileToWorldXY(tile.x, tile.y);
            const collisionGroup = tileset.getTileCollisionGroup(tile.index);

            if (!collisionGroup || collisionGroup.objects.length === 0) { return; }

            // You can assign custom properties to the whole collision object layer (or even to
            // individual objects within the layer). Here, use a custom property to change the color of
            // the stroke.
            if (collisionGroup.properties && collisionGroup.properties.isInteractive)
            {
                graphics.lineStyle(5, 0x00ff00, 1);
            }
            else
            {
                graphics.lineStyle(5, 0x00ffff, 1);
            }

            // The group will have an array of objects - these are the individual collision shapes
            const objects = collisionGroup.objects;

            for (let i = 0; i < objects.length; i++)
            {
                const object = objects[i];
                const objectX = tileWorldPos.x + object.x;
                const objectY = tileWorldPos.y + object.y;

                // When objects are parsed by Phaser, they will be guaranteed to have one of the
                // following properties if they are a rectangle/ellipse/polygon/polyline.
                if (object.rectangle)
                {
                    graphics.strokeRect(objectX, objectY, object.width, object.height);
                }
                else if (object.ellipse)
                {
                    // Ellipses in Tiled have a top-left origin, while ellipses in Phaser have a center
                    // origin
                    graphics.strokeEllipse(
                        objectX + object.width / 2, objectY + object.height / 2,
                        object.width, object.height
                    );
                }
                else if (object.polygon || object.polyline)
                {
                    const originalPoints = object.polygon ? object.polygon : object.polyline;
                    const points = [];
                    for (let j = 0; j < originalPoints.length; j++)
                    {
                        const point = originalPoints[j];
                        points.push({
                            x: objectX + point.x,
                            y: objectY + point.y
                        });
                    }
                    graphics.strokePoints(points);
                }
            }
        });

        const help = this.add.text(16, 16, 'Collision shapes, parsed from Tiled', {
            fontSize: '20px',
            padding: { x: 20, y: 10 },
            backgroundColor: '#ffffff',
            fill: '#000000'
        });
        help.setScrollFactor(0);

        this.cameras.main.setScroll(80, 110);

        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);