text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2019 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var Class = require('../utils/Class');
  var DegToRad = require('../math/DegToRad');
  var DynamicTilemapLayer = require('./dynamiclayer/DynamicTilemapLayer.js');
  var Extend = require('../utils/object/Extend');
  var Formats = require('./Formats');
  var LayerData = require('./mapdata/LayerData');
  var Rotate = require('../math/Rotate');
  var StaticTilemapLayer = require('./staticlayer/StaticTilemapLayer.js');
  var Tile = require('./Tile');
  var TilemapComponents = require('./components');
  var Tileset = require('./Tileset');
  
  /**
   * @callback TilemapFilterCallback
   *
   * @param {Phaser.GameObjects.GameObject} value - An object found in the filtered area.
   * @param {number} index - The index of the object within the array.
   * @param {Phaser.GameObjects.GameObject[]} array - An array of all the objects found.
   *
   * @return {Phaser.GameObjects.GameObject} The object.
   */
  
  /**
   * @callback TilemapFindCallback
   *
   * @param {Phaser.GameObjects.GameObject} value - An object found.
   * @param {number} index - The index of the object within the array.
   * @param {Phaser.GameObjects.GameObject[]} array - An array of all the objects found.
   *
   * @return {boolean} `true` if the callback should be invoked, otherwise `false`.
   */
  
  /**
   * @classdesc
   * A Tilemap is a container for Tilemap data. This isn't a display object, rather, it holds data
   * about the map and allows you to add tilesets and tilemap layers to it. A map can have one or
   * more tilemap layers (StaticTilemapLayer or DynamicTilemapLayer), which are the display
   * objects that actually render tiles.
   *
   * The Tilemap data be parsed from a Tiled JSON file, a CSV file or a 2D array. Tiled is a free
   * software package specifically for creating tile maps, and is available from:
   * http://www.mapeditor.org
   *
   * A Tilemap has handy methods for getting & manipulating the tiles within a layer. You can only
   * use the methods that change tiles (e.g. removeTileAt) on a DynamicTilemapLayer.
   *
   * Note that all Tilemaps use a base tile size to calculate dimensions from, but that a
   * StaticTilemapLayer or DynamicTilemapLayer may have its own unique tile size that overrides
   * it.
   *
   * @class Tilemap
   * @memberof Phaser.Tilemaps
   * @constructor
   * @since 3.0.0
   *
   * @param {Phaser.Scene} scene - The Scene to which this Tilemap belongs.
   * @param {Phaser.Tilemaps.MapData} mapData - A MapData instance containing Tilemap data.
   */
  var Tilemap = new Class({
  
      initialize:
  
      function Tilemap (scene, mapData)
      {
          /**
           * @name Phaser.Tilemaps.Tilemap#scene
           * @type {Phaser.Scene}
           * @since 3.0.0
           */
          this.scene = scene;
  
          /**
           * The base width of a tile in pixels. Note that individual layers may have a different tile
           * width.
           *
           * @name Phaser.Tilemaps.Tilemap#tileWidth
           * @type {integer}
           * @since 3.0.0
           */
          this.tileWidth = mapData.tileWidth;
  
          /**
           * The base height of a tile in pixels. Note that individual layers may have a different
           * tile height.
           *
           * @name Phaser.Tilemaps.Tilemap#tileHeight
           * @type {integer}
           * @since 3.0.0
           */
          this.tileHeight = mapData.tileHeight;
  
          /**
           * The width of the map (in tiles).
           *
           * @name Phaser.Tilemaps.Tilemap#width
           * @type {number}
           * @since 3.0.0
           */
          this.width = mapData.width;
  
          /**
           * The height of the map (in tiles).
           *
           * @name Phaser.Tilemaps.Tilemap#height
           * @type {number}
           * @since 3.0.0
           */
          this.height = mapData.height;
  
          /**
           * The orientation of the map data (as specified in Tiled), usually 'orthogonal'.
           *
           * @name Phaser.Tilemaps.Tilemap#orientation
           * @type {string}
           * @since 3.0.0
           */
          this.orientation = mapData.orientation;
  
          /**
           * The render (draw) order of the map data (as specified in Tiled), usually 'right-down'.
           *
           * The draw orders are:
           *
           * right-down
           * left-down
           * right-up
           * left-up
           *
           * This can be changed via the `setRenderOrder` method.
           *
           * @name Phaser.Tilemaps.Tilemap#renderOrder
           * @type {string}
           * @since 3.12.0
           */
          this.renderOrder = mapData.renderOrder;
  
          /**
           * The format of the map data.
           *
           * @name Phaser.Tilemaps.Tilemap#format
           * @type {number}
           * @since 3.0.0
           */
          this.format = mapData.format;
  
          /**
           * The version of the map data (as specified in Tiled, usually 1).
           *
           * @name Phaser.Tilemaps.Tilemap#version
           * @type {number}
           * @since 3.0.0
           */
          this.version = mapData.version;
  
          /**
           * Map specific properties as specified in Tiled.
           *
           * @name Phaser.Tilemaps.Tilemap#properties
           * @type {object}
           * @since 3.0.0
           */
          this.properties = mapData.properties;
  
          /**
           * The width of the map in pixels based on width * tileWidth.
           *
           * @name Phaser.Tilemaps.Tilemap#widthInPixels
           * @type {number}
           * @since 3.0.0
           */
          this.widthInPixels = mapData.widthInPixels;
  
          /**
           * The height of the map in pixels based on height * tileHeight.
           *
           * @name Phaser.Tilemaps.Tilemap#heightInPixels
           * @type {number}
           * @since 3.0.0
           */
          this.heightInPixels = mapData.heightInPixels;
  
          /**
           *
           * @name Phaser.Tilemaps.Tilemap#imageCollections
           * @type {Phaser.Tilemaps.ImageCollection[]}
           * @since 3.0.0
           */
          this.imageCollections = mapData.imageCollections;
  
          /**
           * An array of Tiled Image Layers.
           *
           * @name Phaser.Tilemaps.Tilemap#images
           * @type {array}
           * @since 3.0.0
           */
          this.images = mapData.images;
  
          /**
           * An array of Tilemap layer data.
           *
           * @name Phaser.Tilemaps.Tilemap#layers
           * @type {Phaser.Tilemaps.LayerData[]}
           * @since 3.0.0
           */
          this.layers = mapData.layers;
  
          /**
           * An array of Tilesets used in the map.
           *
           * @name Phaser.Tilemaps.Tilemap#tilesets
           * @type {Phaser.Tilemaps.Tileset[]}
           * @since 3.0.0
           */
          this.tilesets = mapData.tilesets;
  
          /**
           * An array of ObjectLayer instances parsed from Tiled object layers.
           *
           * @name Phaser.Tilemaps.Tilemap#objects
           * @type {Phaser.Tilemaps.ObjectLayer[]}
           * @since 3.0.0
           */
          this.objects = mapData.objects;
  
          /**
           * The index of the currently selected LayerData object.
           *
           * @name Phaser.Tilemaps.Tilemap#currentLayerIndex
           * @type {integer}
           * @since 3.0.0
           */
          this.currentLayerIndex = 0;
      },
  
      /**
       * Sets the rendering (draw) order of the tiles in this map.
       *
       * The default is 'right-down', meaning it will order the tiles starting from the top-left,
       * drawing to the right and then moving down to the next row.
       *
       * The draw orders are:
       *
       * 0 = right-down
       * 1 = left-down
       * 2 = right-up
       * 3 = left-up
       *
       * Setting the render order does not change the tiles or how they are stored in the layer,
       * it purely impacts the order in which they are rendered.
       *
       * You can provide either an integer (0 to 3), or the string version of the order.
       *
       * Calling this method _after_ creating Static or Dynamic Tilemap Layers will **not** automatically
       * update them to use the new render order. If you call this method after creating layers, use their
       * own `setRenderOrder` methods to change them as needed.
       *
       * @method Phaser.Tilemaps.Tilemap#setRenderOrder
       * @since 3.12.0
       *
       * @param {(integer|string)} renderOrder - The render (draw) order value. Either an integer between 0 and 3, or a string: 'right-down', 'left-down', 'right-up' or 'left-up'.
       *
       * @return {this} This Tilemap object.
       */
      setRenderOrder: function (renderOrder)
      {
          var orders = [ 'right-down', 'left-down', 'right-up', 'left-up' ];
  
          if (typeof renderOrder === 'number')
          {
              renderOrder = orders[renderOrder];
          }
  
          if (orders.indexOf(renderOrder) > -1)
          {
              this.renderOrder = renderOrder;
          }
  
          return this;
      },
  
      /**
       * Adds an image to the map to be used as a tileset. A single map may use multiple tilesets.
       * Note that the tileset name can be found in the JSON file exported from Tiled, or in the Tiled
       * editor.
       *
       * @method Phaser.Tilemaps.Tilemap#addTilesetImage
       * @since 3.0.0
       *
       * @param {string} tilesetName - The name of the tileset as specified in the map data.
       * @param {string} [key] - The key of the Phaser.Cache image used for this tileset. If
       * `undefined` or `null` it will look for an image with a key matching the tilesetName parameter.
       * @param {integer} [tileWidth] - The width of the tile (in pixels) in the Tileset Image. If not
       * given it will default to the map's tileWidth value, or the tileWidth specified in the Tiled
       * JSON file.
       * @param {integer} [tileHeight] - The height of the tiles (in pixels) in the Tileset Image. If
       * not given it will default to the map's tileHeight value, or the tileHeight specified in the
       * Tiled JSON file.
       * @param {integer} [tileMargin] - The margin around the tiles in the sheet (in pixels). If not
       * specified, it will default to 0 or the value specified in the Tiled JSON file.
       * @param {integer} [tileSpacing] - The spacing between each the tile in the sheet (in pixels).
       * If not specified, it will default to 0 or the value specified in the Tiled JSON file.
       * @param {integer} [gid=0] - If adding multiple tilesets to a blank map, specify the starting
       * GID this set will use here.
       *
       * @return {?Phaser.Tilemaps.Tileset} Returns the Tileset object that was created or updated, or null if it
       * failed.
       */
      addTilesetImage: function (tilesetName, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid)
      {
          if (tilesetName === undefined) { return null; }
          if (key === undefined || key === null) { key = tilesetName; }
  
          if (!this.scene.sys.textures.exists(key))
          {
              console.warn('Invalid Tileset Image: ' + key);
              return null;
          }
  
          var texture = this.scene.sys.textures.get(key);
  
          var index = this.getTilesetIndex(tilesetName);
  
          if (index === null && this.format === Formats.TILED_JSON)
          {
              console.warn('No data found for Tileset: ' + tilesetName);
              return null;
          }
  
          var tileset = this.tilesets[index];
  
          if (tileset)
          {
              tileset.setTileSize(tileWidth, tileHeight);
              tileset.setSpacing(tileMargin, tileSpacing);
              tileset.setImage(texture);
  
              return tileset;
          }
  
          if (tileWidth === undefined) { tileWidth = this.tileWidth; }
          if (tileHeight === undefined) { tileHeight = this.tileHeight; }
          if (tileMargin === undefined) { tileMargin = 0; }
          if (tileSpacing === undefined) { tileSpacing = 0; }
          if (gid === undefined) { gid = 0; }
  
          tileset = new Tileset(tilesetName, gid, tileWidth, tileHeight, tileMargin, tileSpacing);
  
          tileset.setImage(texture);
  
          this.tilesets.push(tileset);
  
          return tileset;
      },
  
      /**
       * Turns the StaticTilemapLayer associated with the given layer into a DynamicTilemapLayer. If
       * no layer specified, the map's current layer is used. This is useful if you want to manipulate
       * a map at the start of a scene, but then make it non-manipulable and optimize it for speed.
       * Note: the DynamicTilemapLayer passed in is destroyed, so make sure to store the value
       * returned from this method if you want to manipulate the new StaticTilemapLayer.
       *
       * @method Phaser.Tilemaps.Tilemap#convertLayerToStatic
       * @since 3.0.0
       *
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer)} [layer] - The name of the layer from Tiled, the
       * index of the layer in the map, or a DynamicTilemapLayer.
       *
       * @return {?Phaser.Tilemaps.StaticTilemapLayer} Returns the new layer that was created, or null if it
       * failed.
       */
      convertLayerToStatic: function (layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          var dynamicLayer = layer.tilemapLayer;
  
          if (!dynamicLayer || !(dynamicLayer instanceof DynamicTilemapLayer))
          {
              return null;
          }
  
          var staticLayer = new StaticTilemapLayer(
              dynamicLayer.scene,
              dynamicLayer.tilemap,
              dynamicLayer.layerIndex,
              dynamicLayer.tileset,
              dynamicLayer.x,
              dynamicLayer.y
          );
  
          this.scene.sys.displayList.add(staticLayer);
  
          dynamicLayer.destroy();
  
          return staticLayer;
      },
  
      /**
       * Copies the tiles in the source rectangular area to a new destination (all specified in tile
       * coordinates) within the layer. This copies all tile properties & recalculates collision
       * information in the destination region.
       *
       * If no layer specified, the map's current layer is used. This cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#copy
       * @since 3.0.0
       *
       * @param {integer} srcTileX - The x coordinate of the area to copy from, in tiles, not pixels.
       * @param {integer} srcTileY - The y coordinate of the area to copy from, in tiles, not pixels.
       * @param {integer} width - The width of the area to copy, in tiles, not pixels.
       * @param {integer} height - The height of the area to copy, in tiles, not pixels.
       * @param {integer} destTileX - The x coordinate of the area to copy to, in tiles, not pixels.
       * @param {integer} destTileY - The y coordinate of the area to copy to, in tiles, not pixels.
       * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid.
       */
      copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'copy')) { return this; }
  
          if (layer !== null)
          {
              TilemapComponents.Copy(
                  srcTileX, srcTileY,
                  width, height,
                  destTileX, destTileY,
                  recalculateFaces, layer
              );
          }
  
          return this;
      },
  
      /**
       * Creates a new and empty DynamicTilemapLayer. The currently selected layer in the map is set to this new layer.
       *
       * @method Phaser.Tilemaps.Tilemap#createBlankDynamicLayer
       * @since 3.0.0
       *
       * @param {string} name - The name of this layer. Must be unique within the map.
       * @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.
       * @param {number} [x=0] - The world x position where the top left of this layer will be placed.
       * @param {number} [y=0] - The world y position where the top left of this layer will be placed.
       * @param {integer} [width] - The width of the layer in tiles. If not specified, it will default to the map's width.
       * @param {integer} [height] - The height of the layer in tiles. If not specified, it will default to the map's height.
       * @param {integer} [tileWidth] - The width of the tiles the layer uses for calculations. If not specified, it will default to the map's tileWidth.
       * @param {integer} [tileHeight] - The height of the tiles the layer uses for calculations. If not specified, it will default to the map's tileHeight.
       *
       * @return {?Phaser.Tilemaps.DynamicTilemapLayer} Returns the new layer was created, or null if it failed.
       */
      createBlankDynamicLayer: function (name, tileset, x, y, width, height, tileWidth, tileHeight)
      {
          if (tileWidth === undefined) { tileWidth = tileset.tileWidth; }
          if (tileHeight === undefined) { tileHeight = tileset.tileHeight; }
          if (width === undefined) { width = this.width; }
          if (height === undefined) { height = this.height; }
          if (x === undefined) { x = 0; }
          if (y === undefined) { y = 0; }
  
          var index = this.getLayerIndex(name);
  
          if (index !== null)
          {
              console.warn('Invalid Tilemap Layer ID: ' + name);
              return null;
          }
  
          var layerData = new LayerData({
              name: name,
              tileWidth: tileWidth,
              tileHeight: tileHeight,
              width: width,
              height: height
          });
  
          var row;
  
          for (var tileY = 0; tileY < height; tileY++)
          {
              row = [];
  
              for (var tileX = 0; tileX < width; tileX++)
              {
                  row.push(new Tile(layerData, -1, tileX, tileY, tileWidth, tileHeight, this.tileWidth, this.tileHeight));
              }
  
              layerData.data.push(row);
          }
  
          this.layers.push(layerData);
  
          this.currentLayerIndex = this.layers.length - 1;
  
          var dynamicLayer = new DynamicTilemapLayer(this.scene, this, this.currentLayerIndex, tileset, x, y);
  
          dynamicLayer.setRenderOrder(this.renderOrder);
  
          this.scene.sys.displayList.add(dynamicLayer);
  
          return dynamicLayer;
      },
  
      /**
       * Creates a new DynamicTilemapLayer that renders the LayerData associated with the given
       * `layerID`. The currently selected layer in the map is set to this new layer.
       *
       * The `layerID` is important. If you've created your map in Tiled then you can get this by
       * looking in Tiled and looking at the layer name. Or you can open the JSON file it exports and
       * look at the layers[].name value. Either way it must match.
       *
       * Unlike a static layer, a dynamic layer can be modified. See DynamicTilemapLayer for more
       * information.
       *
       * @method Phaser.Tilemaps.Tilemap#createDynamicLayer
       * @since 3.0.0
       *
       * @param {(integer|string)} layerID - The layer array index value, or if a string is given, the layer name from Tiled.
       * @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.
       * @param {number} x - The x position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
       * @param {number} y - The y position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
       *
       * @return {?Phaser.Tilemaps.DynamicTilemapLayer} Returns the new layer was created, or null if it failed.
       */
      createDynamicLayer: function (layerID, tileset, x, y)
      {
          var index = this.getLayerIndex(layerID);
  
          if (index === null)
          {
              console.warn('Invalid Tilemap Layer ID: ' + layerID);
              return null;
          }
  
          var layerData = this.layers[index];
  
          // Check for an associated static or dynamic tilemap layer
          if (layerData.tilemapLayer)
          {
              console.warn('Tilemap Layer ID already exists:' + layerID);
              return null;
          }
  
          this.currentLayerIndex = index;
  
          //  Default the x/y position to match Tiled layer offset, if it exists.
          if (x === undefined && this.layers[index].x) { x = this.layers[index].x; }
          if (y === undefined && this.layers[index].y) { y = this.layers[index].y; }
  
          var layer = new DynamicTilemapLayer(this.scene, this, index, tileset, x, y);
  
          layer.setRenderOrder(this.renderOrder);
  
          this.scene.sys.displayList.add(layer);
  
          return layer;
      },
  
      /**
       * Creates a Sprite for every object matching the given gid in the map data. All properties from
       * the map data objectgroup are copied into the `spriteConfig`, so you can use this as an easy
       * way to configure Sprite properties from within the map editor. For example giving an object a
       * property of alpha: 0.5 in the map editor will duplicate that when the Sprite is created.
       *
       * Custom object properties not sharing names with the Sprite's own properties are copied to the
       * Sprite's {@link Phaser.GameObjects.Sprite#data data store}.
       *
       * @method Phaser.Tilemaps.Tilemap#createFromObjects
       * @since 3.0.0
       *
       * @param {string} name - The name of the object layer (from Tiled) to create Sprites from.
       * @param {(integer|string)} id - Either the id (object), gid (tile object) or name (object or
       * tile object) from Tiled. Ids are unique in Tiled, but a gid is shared by all tile objects
       * with the same graphic. The same name can be used on multiple objects.
       * @param {SpriteConfig} spriteConfig - The config object to pass into the Sprite creator (i.e.
       * scene.make.sprite).
       * @param {Phaser.Scene} [scene=the scene the map is within] - The Scene to create the Sprites within.
       *
       * @return {Phaser.GameObjects.Sprite[]} An array of the Sprites that were created.
       */
      createFromObjects: function (name, id, spriteConfig, scene)
      {
          if (spriteConfig === undefined) { spriteConfig = {}; }
          if (scene === undefined) { scene = this.scene; }
  
          var objectLayer = this.getObjectLayer(name);
          if (!objectLayer)
          {
              console.warn('Cannot create from object. Invalid objectgroup name given: ' + name);
              return;
          }
  
          var objects = objectLayer.objects;
          var sprites = [];
  
          for (var i = 0; i < objects.length; i++)
          {
              var found = false;
              var obj = objects[i];
  
              if (obj.gid !== undefined && typeof id === 'number' && obj.gid === id ||
                  obj.id !== undefined && typeof id === 'number' && obj.id === id ||
                  obj.name !== undefined && typeof id === 'string' && obj.name === id)
              {
                  found = true;
              }
  
              if (found)
              {
                  var config = Extend({}, spriteConfig, obj.properties);
  
                  config.x = obj.x;
                  config.y = obj.y;
  
                  var sprite = this.scene.make.sprite(config);
  
                  sprite.name = obj.name;
  
                  if (obj.width) { sprite.displayWidth = obj.width; }
                  if (obj.height) { sprite.displayHeight = obj.height; }
  
                  // Origin is (0, 1) in Tiled, so find the offset that matches the Sprite's origin.
                  var offset = {
                      x: sprite.originX * sprite.displayWidth,
                      y: (sprite.originY - 1) * sprite.displayHeight
                  };
  
                  // If the object is rotated, then the origin offset also needs to be rotated.
                  if (obj.rotation)
                  {
                      var angle = DegToRad(obj.rotation);
                      Rotate(offset, angle);
                      sprite.rotation = angle;
                  }
  
                  sprite.x += offset.x;
                  sprite.y += offset.y;
  
                  if (obj.flippedHorizontal !== undefined || obj.flippedVertical !== undefined)
                  {
                      sprite.setFlip(obj.flippedHorizontal, obj.flippedVertical);
                  }
  
                  if (!obj.visible) { sprite.visible = false; }
  
                  for (var key in obj.properties)
                  {
                      if (sprite.hasOwnProperty(key))
                      {
                          continue;
                      }
  
                      sprite.setData(key, obj.properties[key]);
                  }
  
                  sprites.push(sprite);
              }
          }
  
          return sprites;
      },
  
      /**
       * Creates a Sprite for every object matching the given tile indexes in the layer. You can
       * optionally specify if each tile will be replaced with a new tile after the Sprite has been
       * created. This is useful if you want to lay down special tiles in a level that are converted to
       * Sprites, but want to replace the tile itself with a floor tile or similar once converted.
       *
       * @method Phaser.Tilemaps.Tilemap#createFromTiles
       * @since 3.0.0
       *
       * @param {(integer|array)} indexes - The tile index, or array of indexes, to create Sprites from.
       * @param {(integer|array)} replacements - The tile index, or array of indexes, to change a converted
       * tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a
       * one-to-one mapping with the indexes array.
       * @param {SpriteConfig} spriteConfig - The config object to pass into the Sprite creator (i.e. scene.make.sprite).
       * @param {Phaser.Scene} [scene=scene the map is within] - The Scene to create the Sprites within.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.GameObjects.Sprite[]} Returns an array of Tiles, or null if the layer given was invalid.
       */
      createFromTiles: function (indexes, replacements, spriteConfig, scene, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, layer);
      },
  
      /**
       * Creates a new StaticTilemapLayer that renders the LayerData associated with the given
       * `layerID`. The currently selected layer in the map is set to this new layer.
       *
       * The `layerID` is important. If you've created your map in Tiled then you can get this by
       * looking in Tiled and looking at the layer name. Or you can open the JSON file it exports and
       * look at the layers[].name value. Either way it must match.
       *
       * It's important to remember that a static layer cannot be modified. See StaticTilemapLayer for
       * more information.
       *
       * @method Phaser.Tilemaps.Tilemap#createStaticLayer
       * @since 3.0.0
       *
       * @param {(integer|string)} layerID - The layer array index value, or if a string is given, the layer name from Tiled.
       * @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.
       * @param {number} [x=0] - The x position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
       * @param {number} [y=0] - The y position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
       *
       * @return {?Phaser.Tilemaps.StaticTilemapLayer} Returns the new layer was created, or null if it failed.
       */
      createStaticLayer: function (layerID, tileset, x, y)
      {
          var index = this.getLayerIndex(layerID);
  
          if (index === null)
          {
              console.warn('Invalid Tilemap Layer ID: ' + layerID);
              return null;
          }
  
          var layerData = this.layers[index];
  
          //  Check for an associated static or dynamic tilemap layer
          if (layerData.tilemapLayer)
          {
              console.warn('Tilemap Layer ID already exists:' + layerID);
              return null;
          }
  
          this.currentLayerIndex = index;
  
          //  Default the x/y position to match Tiled layer offset, if it exists.
          if (x === undefined && this.layers[index].x) { x = this.layers[index].x; }
          if (y === undefined && this.layers[index].y) { y = this.layers[index].y; }
  
          var layer = new StaticTilemapLayer(this.scene, this, index, tileset, x, y);
  
          layer.setRenderOrder(this.renderOrder);
  
          this.scene.sys.displayList.add(layer);
  
          return layer;
      },
  
      /**
       * Removes all layer data from this Tilemap and nulls the scene reference. This will destroy any
       * StaticTilemapLayers or DynamicTilemapLayers that have been linked to LayerData.
       *
       * @method Phaser.Tilemaps.Tilemap#destroy
       * @since 3.0.0
       */
      destroy: function ()
      {
          this.removeAllLayers();
          this.tilesets.length = 0;
          this.objects.length = 0;
          this.scene = undefined;
      },
  
      /**
       * Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the
       * specified index. Tiles will be set to collide if the given index is a colliding index.
       * Collision information in the region will be recalculated.
       *
       * If no layer specified, the map's current layer is used.
       * This cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#fill
       * @since 3.0.0
       *
       * @param {integer} index - The tile index to fill the area with.
       * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
       * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid.
       */
      fill: function (index, tileX, tileY, width, height, recalculateFaces, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'fill')) { return this; }
  
          if (layer !== null)
          {
              TilemapComponents.Fill(index, tileX, tileY, width, height, recalculateFaces, layer);
          }
  
          return this;
      },
  
      /**
       * For each object in the given object layer, run the given filter callback function. Any
       * objects that pass the filter test (i.e. where the callback returns true) will returned as a
       * new array. Similar to Array.prototype.Filter in vanilla JS.
       *
       * @method Phaser.Tilemaps.Tilemap#filterObjects
       * @since 3.0.0
       *
       * @param {(Phaser.Tilemaps.ObjectLayer|string)} objectLayer - The name of an object layer (from Tiled) or an ObjectLayer instance.
       * @param {TilemapFilterCallback} callback - The callback. Each object in the given area will be passed to this callback as the first and only parameter.
       * @param {object} [context] - The context under which the callback should be run.
       *
       * @return {?Phaser.GameObjects.GameObject[]} An array of object that match the search, or null if the objectLayer given was invalid.
       */
      filterObjects: function (objectLayer, callback, context)
      {
          if (typeof objectLayer === 'string')
          {
              var name = objectLayer;
  
              objectLayer = this.getObjectLayer(objectLayer);
  
              if (!objectLayer)
              {
                  console.warn('No object layer found with the name: ' + name);
                  return null;
              }
          }
  
          return objectLayer.objects.filter(callback, context);
      },
  
      /**
       * @typedef {object} FilteringOptions
       * 
       * @property {boolean} [isNotEmpty=false] - If true, only return tiles that don't have -1 for an index.
       * @property {boolean} [isColliding=false] - If true, only return tiles that collide on at least one side.
       * @property {boolean} [hasInterestingFace=false] - If true, only return tiles that have at least one interesting face.
       */
  
      /**
       * For each tile in the given rectangular area (in tile coordinates) of the layer, run the given
       * filter callback function. Any tiles that pass the filter test (i.e. where the callback returns
       * true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS.
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#filterTiles
       * @since 3.0.0
       *
       * @param {function} callback - The callback. Each tile in the given area will be passed to this
       * callback as the first and only parameter. The callback should return true for tiles that pass the
       * filter.
       * @param {object} [context] - The context under which the callback should be run.
       * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area to filter.
       * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area to filter.
       * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
       * @param {FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tile[]} Returns an array of Tiles, or null if the layer given was invalid.
       */
      filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, layer);
      },
  
      /**
       * Searches the entire map layer for the first tile matching the given index, then returns that Tile
       * object. If no match is found, it returns null. The search starts from the top-left tile and
       * continues horizontally until it hits the end of the row, then it drops down to the next column.
       * If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to
       * the top-left.
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#findByIndex
       * @since 3.0.0
       *
       * @param {integer} index - The tile index value to search for.
       * @param {integer} [skip=0] - The number of times to skip a matching tile before returning.
       * @param {boolean} [reverse=false] - If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tile} Returns a Tiles, or null if the layer given was invalid.
       */
      findByIndex: function (findIndex, skip, reverse, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.FindByIndex(findIndex, skip, reverse, layer);
      },
  
      /**
       * Find the first object in the given object layer that satisfies the provided testing function.
       * I.e. finds the first object for which `callback` returns true. Similar to
       * Array.prototype.find in vanilla JS.
       *
       * @method Phaser.Tilemaps.Tilemap#findObject
       * @since 3.0.0
       *
       * @param {(Phaser.Tilemaps.ObjectLayer|string)} objectLayer - The name of an object layer (from Tiled) or an ObjectLayer instance.
       * @param {TilemapFindCallback} callback - The callback. Each object in the given area will be passed to this callback as the first and only parameter.
       * @param {object} [context] - The context under which the callback should be run.
       *
       * @return {?Phaser.GameObjects.GameObject} An object that matches the search, or null if no object found.
       */
      findObject: function (objectLayer, callback, context)
      {
          if (typeof objectLayer === 'string')
          {
              var name = objectLayer;
  
              objectLayer = this.getObjectLayer(objectLayer);
  
              if (!objectLayer)
              {
                  console.warn('No object layer found with the name: ' + name);
                  return null;
              }
          }
  
          return objectLayer.objects.find(callback, context) || null;
      },
  
      /**
       * Find the first tile in the given rectangular area (in tile coordinates) of the layer that
       * satisfies the provided testing function. I.e. finds the first tile for which `callback` returns
       * true. Similar to Array.prototype.find in vanilla JS.
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#findTile
       * @since 3.0.0
       *
       * @param {FindTileCallback} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
       * @param {object} [context] - The context under which the callback should be run.
       * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area to search.
       * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area to search.
       * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
       * @param {FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The Tile layer to run the search on. If not provided will use the current layer.
       *
       * @return {?Phaser.Tilemaps.Tile} Returns a Tiles, or null if the layer given was invalid.
       */
      findTile: function (callback, context, tileX, tileY, width, height, filteringOptions, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.FindTile(callback, context, tileX, tileY, width, height, filteringOptions, layer);
      },
  
      /**
       * For each tile in the given rectangular area (in tile coordinates) of the layer, run the given
       * callback. Similar to Array.prototype.forEach in vanilla JS.
       *
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#forEachTile
       * @since 3.0.0
       *
       * @param {EachTileCallback} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
       * @param {object} [context] - The context under which the callback should be run.
       * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area to search.
       * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area to search.
       * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
       * @param {FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The Tile layer to run the search on. If not provided will use the current layer.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid.
       */
      forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer !== null)
          {
              TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, layer);
          }
  
          return this;
      },
  
      /**
       * Gets the image layer index based on its name.
       *
       * @method Phaser.Tilemaps.Tilemap#getImageIndex
       * @since 3.0.0
       *
       * @param {string} name - The name of the image to get.
       *
       * @return {integer} The index of the image in this tilemap, or null if not found.
       */
      getImageIndex: function (name)
      {
          return this.getIndex(this.images, name);
      },
  
      /**
       * Internally used. Returns the index of the object in one of the Tilemaps arrays whose name
       * property matches the given `name`.
       *
       * @method Phaser.Tilemaps.Tilemap#getIndex
       * @since 3.0.0
       *
       * @param {array} location - The Tilemap array to search.
       * @param {string} name - The name of the array element to get.
       *
       * @return {number} The index of the element in the array, or null if not found.
       */
      getIndex: function (location, name)
      {
          for (var i = 0; i < location.length; i++)
          {
              if (location[i].name === name)
              {
                  return i;
              }
          }
  
          return null;
      },
  
      /**
       * Gets the LayerData from this.layers that is associated with `layer`, or null if an invalid
       * `layer` is given.
       *
       * @method Phaser.Tilemaps.Tilemap#getLayer
       * @since 3.0.0
       *
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The name of the
       * layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a
       * StaticTilemapLayer. If not given will default to the maps current layer index.
       *
       * @return {Phaser.Tilemaps.LayerData} The corresponding LayerData within this.layers.
       */
      getLayer: function (layer)
      {
          var index = this.getLayerIndex(layer);
  
          return index !== null ? this.layers[index] : null;
      },
  
      /**
       * Gets the ObjectLayer from this.objects that has the given `name`, or null if no ObjectLayer
       * is found with that name.
       *
       * @method Phaser.Tilemaps.Tilemap#getObjectLayer
       * @since 3.0.0
       *
       * @param {string} [name] - The name of the object layer from Tiled.
       *
       * @return {?Phaser.Tilemaps.ObjectLayer} The corresponding ObjectLayer within this.objects or null.
       */
      getObjectLayer: function (name)
      {
          var index = this.getIndex(this.objects, name);
  
          return index !== null ? this.objects[index] : null;
      },
  
      /**
       * Gets the LayerData index of the given `layer` within this.layers, or null if an invalid
       * `layer` is given.
       *
       * @method Phaser.Tilemaps.Tilemap#getLayerIndex
       * @since 3.0.0
       *
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The name of the
       * layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a
       * StaticTilemapLayer. If not given will default to the map's current layer index.
       *
       * @return {integer} The LayerData index within this.layers.
       */
      getLayerIndex: function (layer)
      {
          if (layer === undefined)
          {
              return this.currentLayerIndex;
          }
          else if (typeof layer === 'string')
          {
              return this.getLayerIndexByName(layer);
          }
          else if (typeof layer === 'number' && layer < this.layers.length)
          {
              return layer;
          }
          else if (layer instanceof StaticTilemapLayer || layer instanceof DynamicTilemapLayer)
          {
              return layer.layerIndex;
          }
          else
          {
              return null;
          }
      },
  
      /**
       * Gets the index of the LayerData within this.layers that has the given `name`, or null if an
       * invalid `name` is given.
       *
       * @method Phaser.Tilemaps.Tilemap#getLayerIndexByName
       * @since 3.0.0
       *
       * @param {string} name - The name of the layer to get.
       *
       * @return {integer} The LayerData index within this.layers.
       */
      getLayerIndexByName: function (name)
      {
          return this.getIndex(this.layers, name);
      },
  
      /**
       * Gets a tile at the given tile coordinates from the given layer.
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#getTileAt
       * @since 3.0.0
       *
       * @param {integer} tileX - X position to get the tile from (given in tile units, not pixels).
       * @param {integer} tileY - Y position to get the tile from (given in tile units, not pixels).
       * @param {boolean} [nonNull=false] - If true getTile won't return null for empty tiles, but a Tile object with an index of -1.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tile} Returns a Tile, or null if the layer given was invalid.
       */
      getTileAt: function (tileX, tileY, nonNull, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.GetTileAt(tileX, tileY, nonNull, layer);
      },
  
      /**
       * Gets a tile at the given world coordinates from the given layer.
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#getTileAtWorldXY
       * @since 3.0.0
       *
       * @param {number} worldX - X position to get the tile from (given in pixels)
       * @param {number} worldY - Y position to get the tile from (given in pixels)
       * @param {boolean} [nonNull=false] - If true, function won't return null for empty tiles, but a Tile object with an index of -1.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tile} Returns a Tile, or null if the layer given was invalid.
       */
      getTileAtWorldXY: function (worldX, worldY, nonNull, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null)
          {
              return null;
          }
          else
          {
              return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, layer);
          }
      },
  
      /**
       * Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#getTilesWithin
       * @since 3.0.0
       *
       * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
       * @param {FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tile[]} Returns an array of Tiles, or null if the layer given was invalid.
       */
      getTilesWithin: function (tileX, tileY, width, height, filteringOptions, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, layer);
      },
  
      /**
       * Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle,
       * Line, Rectangle or Triangle. The shape should be in world coordinates.
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#getTilesWithinShape
       * @since 3.0.0
       *
       * @param {(Phaser.Geom.Circle|Phaser.Geom.Line|Phaser.Geom.Rectangle|Phaser.Geom.Triangle)} shape - A shape in world (pixel) coordinates
       * @param {FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when factoring in which tiles to return.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tile[]} Returns an array of Tiles, or null if the layer given was invalid.
       */
      getTilesWithinShape: function (shape, filteringOptions, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, layer);
      },
  
      /**
       * Gets the tiles in the given rectangular area (in world coordinates) of the layer.
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#getTilesWithinWorldXY
       * @since 3.0.0
       *
       * @param {number} worldX - The world x coordinate for the top-left of the area.
       * @param {number} worldY - The world y coordinate for the top-left of the area.
       * @param {number} width - The width of the area.
       * @param {number} height - The height of the area.
       * @param {FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when factoring in which tiles to return.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tile[]} Returns an array of Tiles, or null if the layer given was invalid.
       */
      getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, layer);
      },
  
      /**
       * Gets the Tileset that has the given `name`, or null if an invalid `name` is given.
       *
       * @method Phaser.Tilemaps.Tilemap#getTileset
       * @since 3.14.0
       *
       * @param {string} name - The name of the Tileset to get.
       *
       * @return {?Phaser.Tilemaps.Tileset} The Tileset, or `null` if no matching named tileset was found.
       */
      getTileset: function (name)
      {
          var index = this.getIndex(this.tilesets, name);
  
          return (index !== null) ? this.tilesets[index] : null;
      },
  
      /**
       * Gets the index of the Tileset within this.tilesets that has the given `name`, or null if an
       * invalid `name` is given.
       *
       * @method Phaser.Tilemaps.Tilemap#getTilesetIndex
       * @since 3.0.0
       *
       * @param {string} name - The name of the Tileset to get.
       *
       * @return {integer} The Tileset index within this.tilesets.
       */
      getTilesetIndex: function (name)
      {
          return this.getIndex(this.tilesets, name);
      },
  
      /**
       * Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns
       * false if there is no tile or if the tile at that location has an index of -1.
       *
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#hasTileAt
       * @since 3.0.0
       *
       * @param {integer} tileX - The x coordinate, in tiles, not pixels.
       * @param {integer} tileY - The y coordinate, in tiles, not pixels.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?boolean} Returns a boolean, or null if the layer given was invalid.
       */
      hasTileAt: function (tileX, tileY, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.HasTileAt(tileX, tileY, layer);
      },
  
      /**
       * Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns
       * false if there is no tile or if the tile at that location has an index of -1.
       *
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#hasTileAtWorldXY
       * @since 3.0.0
       *
       * @param {number} worldX - The x coordinate, in pixels.
       * @param {number} worldY - The y coordinate, in pixels.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when factoring in which tiles to return.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?boolean} Returns a boolean, or null if the layer given was invalid.
       */
      hasTileAtWorldXY: function (worldX, worldY, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, layer);
      },
  
      /**
       * The LayerData object that is currently selected in the map. You can set this property using
       * any type supported by setLayer.
       *
       * @name Phaser.Tilemaps.Tilemap#layer
       * @type {Phaser.Tilemaps.LayerData}
       * @since 3.0.0
       */
      layer: {
          get: function ()
          {
              return this.layers[this.currentLayerIndex];
          },
  
          set: function (layer)
          {
              this.setLayer(layer);
          }
      },
  
      /**
       * Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index
       * or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified
       * location. If you pass in an index, only the index at the specified location will be changed.
       * Collision information will be recalculated at the specified location.
       *
       * If no layer specified, the maps current layer is used.
       *
       * This cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#putTileAt
       * @since 3.0.0
       *
       * @param {(integer|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
       * @param {integer} tileX - The x coordinate, in tiles, not pixels.
       * @param {integer} tileY - The y coordinate, in tiles, not pixels.
       * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tile} Returns a Tile, or null if the layer given was invalid or the coordinates were out of bounds.
       */
      putTileAt: function (tile, tileX, tileY, recalculateFaces, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'putTileAt')) { return null; }
  
          if (layer === null) { return null; }
  
          return TilemapComponents.PutTileAt(tile, tileX, tileY, recalculateFaces, layer);
      },
  
      /**
       * Puts a tile at the given world coordinates (pixels) in the specified layer. You can pass in either
       * an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the
       * specified location. If you pass in an index, only the index at the specified location will be
       * changed. Collision information will be recalculated at the specified location.
       *
       * If no layer specified, the maps current layer is used. This
       * cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#putTileAtWorldXY
       * @since 3.0.0
       *
       * @param {(integer|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
       * @param {number} worldX - The x coordinate, in pixels.
       * @param {number} worldY - The y coordinate, in pixels.
       * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tile} Returns a Tile, or null if the layer given was invalid.
       */
      putTileAtWorldXY: function (tile, worldX, worldY, recalculateFaces, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'putTileAtWorldXY')) { return null; }
  
          if (layer === null) { return null; }
  
          return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, layer);
      },
  
      /**
       * Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified
       * layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile,
       * all attributes will be copied over to the specified location. If you pass in an index, only the
       * index at the specified location will be changed. Collision information will be recalculated
       * within the region tiles were changed.
       *
       * If no layer specified, the maps current layer is used.
       * This cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#putTilesAt
       * @since 3.0.0
       *
       * @param {(integer[]|integer[][]|Phaser.Tilemaps.Tile[]|Phaser.Tilemaps.Tile[][])} tile - A row (array) or grid (2D array) of Tiles or tile indexes to place.
       * @param {integer} tileX - The x coordinate, in tiles, not pixels.
       * @param {integer} tileY - The y coordinate, in tiles, not pixels.
       * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid.
       */
      putTilesAt: function (tilesArray, tileX, tileY, recalculateFaces, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'putTilesAt')) { return this; }
  
          if (layer !== null)
          {
              TilemapComponents.PutTilesAt(tilesArray, tileX, tileY, recalculateFaces, layer);
          }
  
          return this;
      },
  
      /**
       * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
       * specified layer. Each tile will recieve a new index. If an array of indexes is passed in, then
       * those will be used for randomly assigning new tile indexes. If an array is not provided, the
       * indexes found within the region (excluding -1) will be used for randomly assigning new tile
       * indexes. This method only modifies tile indexes and does not change collision information.
       *
       * If no layer specified, the maps current layer is used.
       * This cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#randomize
       * @since 3.0.0
       *
       * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
       * @param {integer[]} [indexes] - An array of indexes to randomly draw from during randomization.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid.
       */
      randomize: function (tileX, tileY, width, height, indexes, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'randomize')) { return this; }
  
          if (layer !== null)
          {
              TilemapComponents.Randomize(tileX, tileY, width, height, indexes, layer);
          }
  
          return this;
      },
  
      /**
       * Calculates interesting faces at the given tile coordinates of the specified layer. Interesting
       * faces are used internally for optimizing collisions against tiles. This method is mostly used
       * internally to optimize recalculating faces when only one tile has been changed.
       *
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#calculateFacesAt
       * @since 3.0.0
       *
       * @param {integer} tileX - The x coordinate, in tiles, not pixels.
       * @param {integer} tileY - The y coordinate, in tiles, not pixels.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid.
       */
      calculateFacesAt: function (tileX, tileY, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return this; }
  
          TilemapComponents.CalculateFacesAt(tileX, tileY, layer);
  
          return this;
      },
  
      /**
       * Calculates interesting faces within the rectangular area specified (in tile coordinates) of the
       * layer. Interesting faces are used internally for optimizing collisions against tiles. This method
       * is mostly used internally.
       *
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#calculateFacesWithin
       * @since 3.0.0
       *
       * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid.
       */
      calculateFacesWithin: function (tileX, tileY, width, height, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return this; }
  
          TilemapComponents.CalculateFacesWithin(tileX, tileY, width, height, layer);
  
          return this;
      },
  
      /**
       * Removes all layers from this Tilemap and destroys any associated StaticTilemapLayers or
       * DynamicTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#removeAllLayers
       * @since 3.0.0
       *
       * @return {Phaser.Tilemaps.Tilemap} This Tilemap object.
       */
      removeAllLayers: function ()
      {
          // Destroy any StaticTilemapLayers or DynamicTilemapLayers that are stored in LayerData
          for (var i = 0; i < this.layers.length; i++)
          {
              if (this.layers[i].tilemapLayer)
              {
                  this.layers[i].tilemapLayer.destroy();
              }
          }
  
          this.layers.length = 0;
          this.currentLayerIndex = 0;
  
          return this;
      },
  
      /**
       * Removes the tile at the given tile coordinates in the specified layer and updates the layer's
       * collision information.
       *
       * If no layer specified, the maps current layer is used.
       * This cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#removeTileAt
       * @since 3.0.0
       *
       * @param {integer} tileX - The x coordinate, in tiles, not pixels.
       * @param {integer} tileY - The y coordinate, in tiles, not pixels.
       * @param {boolean} [replaceWithNull=true] - If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.
       * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tile} Returns a Tile, or null if the layer given was invalid.
       */
      removeTileAt: function (tileX, tileY, replaceWithNull, recalculateFaces, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'removeTileAt')) { return null; }
  
          if (layer === null) { return null; }
  
          return TilemapComponents.RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, layer);
      },
  
      /**
       * Removes the tile at the given world coordinates in the specified layer and updates the layer's
       * collision information.
       *
       * If no layer specified, the maps current layer is used.
       * This cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#removeTileAtWorldXY
       * @since 3.0.0
       *
       * @param {number} worldX - The x coordinate, in pixels.
       * @param {number} worldY - The y coordinate, in pixels.
       * @param {boolean} [replaceWithNull=true] - If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.
       * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tile} Returns a Tile, or null if the layer given was invalid.
       */
      removeTileAtWorldXY: function (worldX, worldY, replaceWithNull, recalculateFaces, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'removeTileAtWorldXY')) { return null; }
  
          if (layer === null) { return null; }
  
          return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, layer);
      },
  
      /**
       * @typedef {object} StyleConfig
       * 
       * @property {?Color} [tileColor=blue] - Color to use for drawing a filled rectangle at non-colliding tile locations. If set to null, non-colliding tiles will not be drawn.
       * @property {?Color} [collidingTileColor=orange] - Color to use for drawing a filled rectangle at colliding tile locations. If set to null, colliding tiles will not be drawn.
       * @property {?Color} [faceColor=grey] - Color to use for drawing a line at interesting tile faces. If set to null, interesting tile faces will not be drawn.
       */
  
      /**
       * Draws a debug representation of the layer to the given Graphics. This is helpful when you want to
       * get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles
       * are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation
       * wherever you want on the screen.
       *
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#renderDebug
       * @since 3.0.0
       *
       * @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon.
       * @param {StyleConfig} styleConfig - An object specifying the colors to use for the debug drawing.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      renderDebug: function (graphics, styleConfig, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return this; }
  
          TilemapComponents.RenderDebug(graphics, styleConfig, layer);
  
          return this;
      },
  
      /**
       * Scans the given rectangular area (given in tile coordinates) for tiles with an index matching
       * `findIndex` and updates their index to match `newIndex`. This only modifies the index and does
       * not change collision information.
       *
       * If no layer specified, the maps current layer is used.
       * This cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#replaceByIndex
       * @since 3.0.0
       *
       * @param {integer} findIndex - The index of the tile to search for.
       * @param {integer} newIndex - The index of the tile to replace it with.
       * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'replaceByIndex')) { return this; }
  
          if (layer !== null)
          {
              TilemapComponents.ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, layer);
          }
  
          return this;
      },
  
      /**
       * Sets collision on the given tile or tiles within a layer by index. You can pass in either a
       * single numeric index or an array of indexes: [2, 3, 15, 20]. The `collides` parameter controls if
       * collision will be enabled (true) or disabled (false).
       *
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#setCollision
       * @since 3.0.0
       *
       * @param {(integer|array)} indexes - Either a single tile index, or an array of tile indexes.
       * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.
       * @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      setCollision: function (indexes, collides, recalculateFaces, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return this; }
  
          TilemapComponents.SetCollision(indexes, collides, recalculateFaces, layer);
  
          return this;
      },
  
      /**
       * Sets collision on a range of tiles in a layer whose index is between the specified `start` and
       * `stop` (inclusive). Calling this with a start value of 10 and a stop value of 14 would set
       * collision for tiles 10, 11, 12, 13 and 14. The `collides` parameter controls if collision will be
       * enabled (true) or disabled (false).
       *
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#setCollisionBetween
       * @since 3.0.0
       *
       * @param {integer} start - The first index of the tile to be set for collision.
       * @param {integer} stop - The last index of the tile to be set for collision.
       * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.
       * @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      setCollisionBetween: function (start, stop, collides, recalculateFaces, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return this; }
  
          TilemapComponents.SetCollisionBetween(start, stop, collides, recalculateFaces, layer);
  
          return this;
      },
  
      /**
       * Sets collision on the tiles within a layer by checking tile properties. If a tile has a property
       * that matches the given properties object, its collision flag will be set. The `collides`
       * parameter controls if collision will be enabled (true) or disabled (false). Passing in
       * `{ collides: true }` would update the collision flag on any tiles with a "collides" property that
       * has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can
       * also use an array of values, e.g. `{ types: ["stone", "lava", "sand" ] }`. If a tile has a
       * "types" property that matches any of those values, its collision flag will be updated.
       *
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#setCollisionByProperty
       * @since 3.0.0
       *
       * @param {object} properties - An object with tile properties and corresponding values that should be checked.
       * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.
       * @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      setCollisionByProperty: function (properties, collides, recalculateFaces, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return this; }
  
          TilemapComponents.SetCollisionByProperty(properties, collides, recalculateFaces, layer);
  
          return this;
      },
  
      /**
       * Sets collision on all tiles in the given layer, except for tiles that have an index specified in
       * the given array. The `collides` parameter controls if collision will be enabled (true) or
       * disabled (false).
       *
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#setCollisionByExclusion
       * @since 3.0.0
       *
       * @param {integer[]} indexes - An array of the tile indexes to not be counted for collision.
       * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.
       * @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      setCollisionByExclusion: function (indexes, collides, recalculateFaces, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return this; }
  
          TilemapComponents.SetCollisionByExclusion(indexes, collides, recalculateFaces, layer);
  
          return this;
      },
  
      /**
       * Sets collision on the tiles within a layer by checking each tile's collision group data
       * (typically defined in Tiled within the tileset collision editor). If any objects are found within
       * a tile's collision group, the tile's colliding information will be set. The `collides` parameter
       * controls if collision will be enabled (true) or disabled (false).
       *
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#setCollisionFromCollisionGroup
       * @since 3.0.0
       *
       * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.
       * @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      setCollisionFromCollisionGroup: function (collides, recalculateFaces, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return this; }
  
          TilemapComponents.SetCollisionFromCollisionGroup(collides, recalculateFaces, layer);
  
          return this;
      },
  
      /**
       * Sets a global collision callback for the given tile index within the layer. This will affect all
       * tiles on this layer that have the same index. If a callback is already set for the tile index it
       * will be replaced. Set the callback to null to remove it. If you want to set a callback for a tile
       * at a specific location on the map then see setTileLocationCallback.
       *
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#setTileIndexCallback
       * @since 3.0.0
       *
       * @param {(integer|array)} indexes - Either a single tile index, or an array of tile indexes to have a collision callback set for.
       * @param {function} callback - The callback that will be invoked when the tile is collided with.
       * @param {object} callbackContext - The context under which the callback is called.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      setTileIndexCallback: function (indexes, callback, callbackContext, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return this; }
  
          TilemapComponents.SetTileIndexCallback(indexes, callback, callbackContext, layer);
  
          return this;
      },
  
      /**
       * Sets a collision callback for the given rectangular area (in tile coordindates) within the layer.
       * If a callback is already set for the tile index it will be replaced. Set the callback to null to
       * remove it.
       *
       * If no layer specified, the map's current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#setTileLocationCallback
       * @since 3.0.0
       *
       * @param {integer} tileX - The left most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} tileY - The top most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} width - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} height - How many tiles tall from the `tileY` index the area will be.
       * @param {function} callback - The callback that will be invoked when the tile is collided with.
       * @param {object} [callbackContext] - The context under which the callback is called.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      setTileLocationCallback: function (tileX, tileY, width, height, callback, callbackContext, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return this; }
  
          TilemapComponents.SetTileLocationCallback(tileX, tileY, width, height, callback, callbackContext, layer);
  
          return this;
      },
  
      /**
       * Sets the current layer to the LayerData associated with `layer`.
       *
       * @method Phaser.Tilemaps.Tilemap#setLayer
       * @since 3.0.0
       *
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The name of the
       * layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a
       * StaticTilemapLayer. If not given will default to the map's current layer index.
       *
       * @return {Phaser.Tilemaps.Tilemap} This Tilemap object.
       */
      setLayer: function (layer)
      {
          var index = this.getLayerIndex(layer);
  
          if (index !== null)
          {
              this.currentLayerIndex = index;
          }
  
          return this;
      },
  
      /**
       * Sets the base tile size for the map. Note: this does not necessarily match the tileWidth and
       * tileHeight for all layers. This also updates the base size on all tiles across all layers.
       *
       * @method Phaser.Tilemaps.Tilemap#setBaseTileSize
       * @since 3.0.0
       *
       * @param {integer} tileWidth - The width of the tiles the map uses for calculations.
       * @param {integer} tileHeight - The height of the tiles the map uses for calculations.
       *
       * @return {Phaser.Tilemaps.Tilemap} This Tilemap object.
       */
      setBaseTileSize: function (tileWidth, tileHeight)
      {
          this.tileWidth = tileWidth;
          this.tileHeight = tileHeight;
          this.widthInPixels = this.width * tileWidth;
          this.heightInPixels = this.height * tileHeight;
  
          // Update the base tile size on all layers & tiles
          for (var i = 0; i < this.layers.length; i++)
          {
              this.layers[i].baseTileWidth = tileWidth;
              this.layers[i].baseTileHeight = tileHeight;
  
              var mapData = this.layers[i].data;
              var mapWidth = this.layers[i].width;
              var mapHeight = this.layers[i].height;
  
              for (var row = 0; row < mapHeight; row++)
              {
                  for (var col = 0; col < mapWidth; col++)
                  {
                      var tile = mapData[row][col];
  
                      if (tile !== null)
                      {
                          tile.setSize(undefined, undefined, tileWidth, tileHeight);
                      }
                  }
              }
          }
  
          return this;
      },
  
      /**
       * Sets the tile size for a specific `layer`. Note: this does not necessarily match the map's
       * tileWidth and tileHeight for all layers. This will set the tile size for the layer and any
       * tiles the layer has.
       *
       * @method Phaser.Tilemaps.Tilemap#setLayerTileSize
       * @since 3.0.0
       *
       * @param {integer} tileWidth - The width of the tiles (in pixels) in the layer.
       * @param {integer} tileHeight - The height of the tiles (in pixels) in the layer.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The name of the
       * layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a
       * StaticTilemapLayer. If not given will default to the map's current layer index.
       *
       * @return {Phaser.Tilemaps.Tilemap} This Tilemap object.
       */
      setLayerTileSize: function (tileWidth, tileHeight, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return this; }
  
          layer.tileWidth = tileWidth;
          layer.tileHeight = tileHeight;
  
          var mapData = layer.data;
          var mapWidth = layer.width;
          var mapHeight = layer.height;
  
          for (var row = 0; row < mapHeight; row++)
          {
              for (var col = 0; col < mapWidth; col++)
              {
                  var tile = mapData[row][col];
  
                  if (tile !== null)
                  {
                      tile.setSize(tileWidth, tileHeight);
                  }
              }
          }
  
          return this;
      },
  
      /**
       * Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given
       * layer. It will only randomize the tiles in that area, so if they're all the same nothing will
       * appear to have changed! This method only modifies tile indexes and does not change collision
       * information.
       *
       * If no layer specified, the maps current layer is used.
       * This cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#shuffle
       * @since 3.0.0
       *
       * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      shuffle: function (tileX, tileY, width, height, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'shuffle')) { return this; }
  
          if (layer !== null)
          {
              TilemapComponents.Shuffle(tileX, tileY, width, height, layer);
          }
  
          return this;
      },
  
      /**
       * Scans the given rectangular area (given in tile coordinates) for tiles with an index matching
       * `indexA` and swaps then with `indexB`. This only modifies the index and does not change collision
       * information.
       *
       * If no layer specified, the maps current layer is used.
       * This cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#swapByIndex
       * @since 3.0.0
       *
       * @param {integer} tileA - First tile index.
       * @param {integer} tileB - Second tile index.
       * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      swapByIndex: function (indexA, indexB, tileX, tileY, width, height, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'swapByIndex')) { return this; }
  
          if (layer !== null)
          {
              TilemapComponents.SwapByIndex(indexA, indexB, tileX, tileY, width, height, layer);
          }
  
          return this;
      },
  
      /**
       * Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the
       * layers position, scale and scroll.
       *
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#tileToWorldX
       * @since 3.0.0
       *
       * @param {integer} tileX - The x coordinate, in tiles, not pixels.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?number} Returns a number, or null if the layer given was invalid.
       */
      tileToWorldX: function (tileX, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.TileToWorldX(tileX, camera, layer);
      },
  
      /**
       * Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the
       * layers position, scale and scroll.
       *
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#tileToWorldY
       * @since 3.0.0
       *
       * @param {integer} tileY - The y coordinate, in tiles, not pixels.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer
       * to use. If not given the current layer is used.
       *
       * @return {?number} Returns a number, or null if the layer given was invalid.
       */
      tileToWorldY: function (tileX, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.TileToWorldY(tileX, camera, layer);
      },
  
      /**
       * Converts from tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the
       * layers position, scale and scroll. This will return a new Vector2 object or update the given
       * `point` object.
       *
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#tileToWorldXY
       * @since 3.0.0
       *
       * @param {integer} tileX - The x coordinate, in tiles, not pixels.
       * @param {integer} tileY - The y coordinate, in tiles, not pixels.
       * @param {Phaser.Math.Vector2} [point] - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Math.Vector2} Returns a point, or null if the layer given was invalid.
       */
      tileToWorldXY: function (tileX, tileY, point, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.TileToWorldXY(tileX, tileY, point, camera, layer);
      },
  
      /**
       * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
       * specified layer. Each tile will receive a new index. New indexes are drawn from the given
       * weightedIndexes array. An example weighted array:
       *
       * [
       *  { index: 6, weight: 4 },    // Probability of index 6 is 4 / 8
       *  { index: 7, weight: 2 },    // Probability of index 7 would be 2 / 8
       *  { index: 8, weight: 1.5 },  // Probability of index 8 would be 1.5 / 8
       *  { index: 26, weight: 0.5 }  // Probability of index 27 would be 0.5 / 8
       * ]
       *
       * The probability of any index being choose is (the index's weight) / (sum of all weights). This
       * method only modifies tile indexes and does not change collision information.
       *
       * If no layer specified, the map's current layer is used. This
       * cannot be applied to StaticTilemapLayers.
       *
       * @method Phaser.Tilemaps.Tilemap#weightedRandomize
       * @since 3.0.0
       *
       * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
       * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
       * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
       * @param {object[]} [weightedIndexes] - An array of objects to randomly draw from during
       * randomization. They should be in the form: { index: 0, weight: 4 } or
       * { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid.
       */
      weightedRandomize: function (tileX, tileY, width, height, weightedIndexes, layer)
      {
          layer = this.getLayer(layer);
  
          if (this._isStaticCall(layer, 'weightedRandomize')) { return this; }
  
          if (layer !== null)
          {
              TilemapComponents.WeightedRandomize(tileX, tileY, width, height, weightedIndexes, layer);
          }
  
          return this;
      },
  
      /**
       * Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the
       * layers position, scale and scroll.
       *
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#worldToTileX
       * @since 3.0.0
       *
       * @param {number} worldX - The x coordinate to be converted, in pixels, not tiles.
       * @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer
       * to use. If not given the current layer is used.
       *
       * @return {?number} Returns a number, or null if the layer given was invalid.
       */
      worldToTileX: function (worldX, snapToFloor, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, layer);
      },
  
      /**
       * Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the
       * layers position, scale and scroll.
       *
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#worldToTileY
       * @since 3.0.0
       *
       * @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
       * @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?number} Returns a number, or null if the layer given was invalid.
       */
      worldToTileY: function (worldY, snapToFloor, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, layer);
      },
  
      /**
       * Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the
       * layers position, scale and scroll. This will return a new Vector2 object or update the given
       * `point` object.
       *
       * If no layer specified, the maps current layer is used.
       *
       * @method Phaser.Tilemaps.Tilemap#worldToTileXY
       * @since 3.0.0
       *
       * @param {number} worldX - The x coordinate to be converted, in pixels, not tiles.
       * @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
       * @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
       * @param {Phaser.Math.Vector2} [point] - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
       * @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
       *
       * @return {?Phaser.Math.Vector2} Returns a point, or null if the layer given was invalid.
       */
      worldToTileXY: function (worldX, worldY, snapToFloor, point, camera, layer)
      {
          layer = this.getLayer(layer);
  
          if (layer === null) { return null; }
  
          return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, layer);
      },
  
      /**
       * Used internally to check if a layer is static and prints out a warning.
       *
       * @method Phaser.Tilemaps.Tilemap#_isStaticCall
       * @private
       * @since 3.0.0
       *
       * @return {boolean}
       */
      _isStaticCall: function (layer, functionName)
      {
          if (layer.tilemapLayer instanceof StaticTilemapLayer)
          {
              console.warn(functionName + ': You cannot change the tiles in a static tilemap layer');
              return true;
          }
          else
          {
              return false;
          }
      }
  
  });
  
  module.exports = Tilemap;
  