text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2018 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var Class = require('../../utils/Class');
  var Components = require('../../gameobjects/components');
  var DynamicTilemapLayerRender = require('./DynamicTilemapLayerRender');
  var GameObject = require('../../gameobjects/GameObject');
  var TilemapComponents = require('../components');
  
  /**
   * @classdesc
   * A DynamicTilemapLayer is a game object that renders LayerData from a Tilemap. A
   * DynamicTilemapLayer can only render tiles from a single tileset.
   *
   * A DynamicTilemapLayer trades some speed for being able to apply powerful effects. Unlike a
   * StaticTilemapLayer, you can apply per-tile effects like tint or alpha, and you can change the
   * tiles in a DynamicTilemapLayer. Use this over a StaticTilemapLayer when you need those
   * features.
   *
   * @class DynamicTilemapLayer
   * @extends Phaser.GameObjects.GameObject
   * @memberOf Phaser.Tilemaps
   * @constructor
   * @since 3.0.0
   *
   * @extends Phaser.GameObjects.Components.Alpha
   * @extends Phaser.GameObjects.Components.BlendMode
   * @extends Phaser.GameObjects.Components.ComputedSize
   * @extends Phaser.GameObjects.Components.Depth
   * @extends Phaser.GameObjects.Components.Flip
   * @extends Phaser.GameObjects.Components.GetBounds
   * @extends Phaser.GameObjects.Components.Origin
   * @extends Phaser.GameObjects.Components.Pipeline
   * @extends Phaser.GameObjects.Components.ScaleMode
   * @extends Phaser.GameObjects.Components.ScrollFactor
   * @extends Phaser.GameObjects.Components.Transform
   * @extends Phaser.GameObjects.Components.Visible
   *
   * @param {Phaser.Scene} scene - [description]
   * @param {Phaser.Tilemaps.Tilemap} tilemap - The Tilemap this layer is a part of.
   * @param {integer} layerIndex - The index of the LayerData associated with this layer.
   * @param {Phaser.Tilemaps.Tileset} tileset - The tileset used to render the tiles in this layer.
   * @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.
   */
  var DynamicTilemapLayer = new Class({
  
      Extends: GameObject,
  
      Mixins: [
          Components.Alpha,
          Components.BlendMode,
          Components.ComputedSize,
          Components.Depth,
          Components.Flip,
          Components.GetBounds,
          Components.Origin,
          Components.Pipeline,
          Components.ScaleMode,
          Components.Transform,
          Components.Visible,
          Components.ScrollFactor,
          DynamicTilemapLayerRender
      ],
  
      initialize:
  
      function DynamicTilemapLayer (scene, tilemap, layerIndex, tileset, x, y)
      {
          GameObject.call(this, scene, 'DynamicTilemapLayer');
  
          /**
           * Used internally by physics system to perform fast type checks.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#isTilemap
           * @type {boolean}
           * @readOnly
           * @since 3.0.0
           */
          this.isTilemap = true;
  
          /**
           * The Tilemap that this layer is a part of.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#tilemap
           * @type {Phaser.Tilemaps.Tilemap}
           * @since 3.0.0
           */
          this.tilemap = tilemap;
  
          /**
           * The index of the LayerData associated with this layer.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#layerIndex
           * @type {integer}
           * @since 3.0.0
           */
          this.layerIndex = layerIndex;
  
          /**
           * The LayerData associated with this layer. LayerData can only be associated with one
           * tilemap layer.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#layer
           * @type {Phaser.Tilemaps.LayerData}
           * @since 3.0.0
           */
          this.layer = tilemap.layers[layerIndex];
  
          this.layer.tilemapLayer = this; // Link the LayerData with this static tilemap layer
  
          /**
           * The Tileset associated with this layer. A tilemap layer can only render from one Tileset.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#tileset
           * @type {Phaser.Tilemaps.Tileset}
           * @since 3.0.0
           */
          this.tileset = tileset;
  
          /**
           * Used internally with the canvas render. This holds the tiles that are visible within the
           * camera.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#culledTiles
           * @type {array}
           * @since 3.0.0
           */
          this.culledTiles = [];
  
          /**
           * You can control if the Cameras should cull tiles before rendering them or not.
           * By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.
           * 
           * However, there are some instances when you may wish to disable this, and toggling this flag allows
           * you to do so. Also see `setSkipCull` for a chainable method that does the same thing.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#skipCull
           * @type {boolean}
           * @since 3.11.0
           */
          this.skipCull = false;
  
          /**
           * The total number of tiles drawn by the renderer in the last frame.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#tilesDrawn
           * @type {number}
           * @readOnly
           * @since 3.11.0
           */
          this.tilesDrawn = 0;
  
          /**
           * The total number of tiles in this layer. Updated every frame.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#tilesTotal
           * @type {number}
           * @readOnly
           * @since 3.11.0
           */
          this.tilesTotal = this.layer.width * this.layer.height;
  
          /**
           * The amount of extra tiles to add into the cull rectangle when calculating its horizontal size.
           * 
           * See the method `setCullPadding` for more details.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#cullPaddingX
           * @type {number}
           * @default 1
           * @since 3.11.0
           */
          this.cullPaddingX = 1;
  
          /**
           * The amount of extra tiles to add into the cull rectangle when calculating its vertical size.
           * 
           * See the method `setCullPadding` for more details.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#cullPaddingY
           * @type {number}
           * @default 1
           * @since 3.11.0
           */
          this.cullPaddingY = 1;
  
          /**
           * The callback that is invoked when the tiles are culled.
           * 
           * By default it will call `TilemapComponents.CullTiles` but you can override this to call any function you like.
           * 
           * It will be sent 3 arguments:
           * 
           * 1) The Phaser.Tilemaps.LayerData object for this Layer
           * 2) The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull.
           * 3) A reference to the `culledTiles` array, which should be used to store the tiles you want rendered.
           * 
           * See the `TilemapComponents.CullTiles` source code for details on implementing your own culling system.
           *
           * @name Phaser.Tilemaps.DynamicTilemapLayer#cullCallback
           * @type {function}
           * @since 3.11.0
           */
          this.cullCallback = TilemapComponents.CullTiles;
  
          this.setAlpha(this.layer.alpha);
          this.setPosition(x, y);
          this.setOrigin();
          this.setSize(this.layer.tileWidth * this.layer.width, this.layer.tileHeight * this.layer.height);
  
          this.initPipeline('TextureTintPipeline');
      },
  
      /**
       * 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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#calculateFacesAt
       * @since 3.0.0
       *
       * @param {integer} tileX - The x coordinate.
       * @param {integer} tileY - The y coordinate.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      calculateFacesAt: function (tileX, tileY)
      {
          TilemapComponents.CalculateFacesAt(tileX, tileY, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#calculateFacesWithin
       * @since 3.0.0
       *
       * @param {integer} [tileX=0] - [description]
       * @param {integer} [tileY=0] - [description]
       * @param {integer} [width=max width based on tileX] - [description]
       * @param {integer} [height=max height based on tileY] - [description]
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      calculateFacesWithin: function (tileX, tileY, width, height)
      {
          TilemapComponents.CalculateFacesWithin(tileX, tileY, width, height, this.layer);
  
          return this;
      },
  
      /**
       * 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.DynamicTilemapLayer#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 {object} 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 determining the world XY
       *
       * @return {Phaser.GameObjects.Sprite[]} An array of the Sprites that were created.
       */
      createFromTiles: function (indexes, replacements, spriteConfig, scene, camera)
      {
          return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, this.layer);
      },
  
      /**
       * Returns the tiles in the given layer that are within the cameras viewport.
       * This is used internally.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#cull
       * @since 3.0.0
       *
       * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to run the cull check against.
       *
       * @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
       */
      cull: function (camera)
      {
          return this.cullCallback(this.layer, camera, this.culledTiles);
      },
  
      /**
       * 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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#copy
       * @since 3.0.0
       *
       * @param {integer} srcTileX - [description]
       * @param {integer} srcTileY - [description]
       * @param {integer} width - [description]
       * @param {integer} height - [description]
       * @param {integer} destTileX - [description]
       * @param {integer} destTileY - [description]
       * @param {boolean} [recalculateFaces=true] - [description]
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces)
      {
          TilemapComponents.Copy(srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, this.layer);
  
          return this;
      },
  
      /**
       * Destroys this DynamicTilemapLayer and removes its link to the associated LayerData.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#destroy
       * @since 3.0.0
       */
      destroy: function ()
      {
          // Uninstall this layer only if it is still installed on the LayerData object
          if (this.layer.tilemapLayer === this)
          {
              this.layer.tilemapLayer = undefined;
          }
  
          this.tilemap = undefined;
          this.layer = undefined;
          this.tileset = undefined;
          this.culledTiles.length = 0;
          this.cullCallback = null;
  
          GameObject.prototype.destroy.call(this);
      },
  
      /**
       * 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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#fill
       * @since 3.0.0
       *
       * @param {integer} index - [description]
       * @param {integer} [tileX=0] - [description]
       * @param {integer} [tileY=0] - [description]
       * @param {integer} [width=max width based on tileX] - [description]
       * @param {integer} [height=max height based on tileY] - [description]
       * @param {boolean} [recalculateFaces=true] - [description]
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      fill: function (index, tileX, tileY, width, height, recalculateFaces)
      {
          TilemapComponents.Fill(index, tileX, tileY, width, height, recalculateFaces, this.layer);
  
          return this;
      },
  
      /**
       * 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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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] - [description]
       * @param {integer} [tileY=0] - [description]
       * @param {integer} [width=max width based on tileX] - [description]
       * @param {integer} [height=max height based on tileY] - [description]
       * @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
       * -1 for an index.
       * @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide
       * on at least one side.
       * @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
       * have at least one interesting face.
       *
       * @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
       */
      filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions)
      {
          return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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.
       *
       * @return {Phaser.Tilemaps.Tile} A Tile object.
       */
      findByIndex: function (findIndex, skip, reverse)
      {
          return TilemapComponents.FindByIndex(findIndex, skip, reverse, this.layer);
      },
  
      /**
       * 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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#findTile
       * @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.
       * @param {object} [context] - The context under which the callback should be run.
       * @param {integer} [tileX=0] - [description]
       * @param {integer} [tileY=0] - [description]
       * @param {integer} [width=max width based on tileX] - [description]
       * @param {integer} [height=max height based on tileY] - [description]
       * @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
       * -1 for an index.
       * @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide
       * on at least one side.
       * @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
       * have at least one interesting face.
       *
       * @return {?Phaser.Tilemaps.Tile}
       */
      findTile: function (callback, context, tileX, tileY, width, height, filteringOptions)
      {
          return TilemapComponents.FindTile(callback, context, tileX, tileY, width, height, filteringOptions, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#forEachTile
       * @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.
       * @param {object} [context] - The context under which the callback should be run.
       * @param {integer} [tileX=0] - [description]
       * @param {integer} [tileY=0] - [description]
       * @param {integer} [width=max width based on tileX] - [description]
       * @param {integer} [height=max height based on tileY] - [description]
       * @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
       * -1 for an index.
       * @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide
       * on at least one side.
       * @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
       * have at least one interesting face.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions)
      {
          TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
  
          return this;
      },
  
      /**
       * Gets a tile at the given tile coordinates from the given layer.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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.
       *
       * @return {Phaser.Tilemaps.Tile} The tile at the given coordinates or null if no tile was found or the coordinates were invalid.
       */
      getTileAt: function (tileX, tileY, nonNull)
      {
          return TilemapComponents.GetTileAt(tileX, tileY, nonNull, this.layer);
      },
  
      /**
       * Gets a tile at the given world coordinates from the given layer.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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] - [description]
       *
       * @return {Phaser.Tilemaps.Tile} The tile at the given coordinates or null if no tile was found or the coordinates
       * were invalid.
       */
      getTileAtWorldXY: function (worldX, worldY, nonNull, camera)
      {
          return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, this.layer);
      },
  
      /**
       * Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#getTilesWithin
       * @since 3.0.0
       *
       * @param {integer} [tileX=0] - [description]
       * @param {integer} [tileY=0] - [description]
       * @param {integer} [width=max width based on tileX] - [description]
       * @param {integer} [height=max height based on tileY] - [description]
       * @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
       * -1 for an index.
       * @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide on
       * at least one side.
       * @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
       * have at least one interesting face.
       *
       * @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
       */
      getTilesWithin: function (tileX, tileY, width, height, filteringOptions)
      {
          return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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 {object} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
       * -1 for an index.
       * @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide on
       * at least one side.
       * @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
       * have at least one interesting face.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
       *
       * @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
       */
      getTilesWithinShape: function (shape, filteringOptions, camera)
      {
          return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, this.layer);
      },
  
      /**
       * Gets the tiles in the given rectangular area (in world coordinates) of the layer.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#getTilesWithinWorldXY
       * @since 3.0.0
       *
       * @param {number} worldX - [description]
       * @param {number} worldY - [description]
       * @param {number} width - [description]
       * @param {number} height - [description]
       * @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
       * @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
       * -1 for an index.
       * @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide on
       * at least one side.
       * @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
       * have at least one interesting face.
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
       *
       * @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
       */
      getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera)
      {
          return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, this.layer);
      },
  
      /**
       * 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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#hasTileAt
       * @since 3.0.0
       *
       * @param {integer} tileX - [description]
       * @param {integer} tileY - [description]
       *
       * @return {boolean}
       */
      hasTileAt: function (tileX, tileY)
      {
          return TilemapComponents.HasTileAt(tileX, tileY, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#hasTileAtWorldXY
       * @since 3.0.0
       *
       * @param {number} worldX - [description]
       * @param {number} worldY - [description]
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
       *
       * @return {boolean}
       */
      hasTileAtWorldXY: function (worldX, worldY, camera)
      {
          return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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 - [description]
       * @param {integer} tileY - [description]
       * @param {boolean} [recalculateFaces=true] - [description]
       *
       * @return {Phaser.Tilemaps.Tile} A Tile object.
       */
      putTileAt: function (tile, tileX, tileY, recalculateFaces)
      {
          return TilemapComponents.PutTileAt(tile, tileX, tileY, recalculateFaces, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#putTileAtWorldXY
       * @since 3.0.0
       *
       * @param {(integer|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
       * @param {integer} worldX - [description]
       * @param {integer} worldY - [description]
       * @param {boolean} [recalculateFaces=true] - [description]
       * @param {Phaser.Cameras.Scene2D.Camera} [camera] - [description]
       *
       * @return {Phaser.Tilemaps.Tile} A Tile object.
       */
      putTileAtWorldXY: function (tile, worldX, worldY, recalculateFaces, camera)
      {
          return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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 - [description]
       * @param {integer} tileY - [description]
       * @param {boolean} [recalculateFaces=true] - [description]
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      putTilesAt: function (tilesArray, tileX, tileY, recalculateFaces)
      {
          TilemapComponents.PutTilesAt(tilesArray, tileX, tileY, recalculateFaces, this.layer);
  
          return this;
      },
  
      /**
       * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
       * specified layer. Each tile will receive 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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#randomize
       * @since 3.0.0
       *
       * @param {integer} [tileX=0] - [description]
       * @param {integer} [tileY=0] - [description]
       * @param {integer} [width=max width based on tileX] - [description]
       * @param {integer} [height=max height based on tileY] - [description]
       * @param {integer[]} [indexes] - An array of indexes to randomly draw from during randomization.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      randomize: function (tileX, tileY, width, height, indexes)
      {
          TilemapComponents.Randomize(tileX, tileY, width, height, indexes, this.layer);
  
          return this;
      },
  
      /**
       * Removes the tile at the given tile coordinates in the specified layer and updates the layer's
       * collision information.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#removeTileAt
       * @since 3.0.0
       *
       * @param {(integer|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
       * @param {integer} tileX - [description]
       * @param {integer} tileY - [description]
       * @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] - [description]
       *
       * @return {Phaser.Tilemaps.Tile} A Tile object.
       */
      removeTileAt: function (tileX, tileY, replaceWithNull, recalculateFaces)
      {
          return TilemapComponents.RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, this.layer);
      },
  
      /**
       * Removes the tile at the given world coordinates in the specified layer and updates the layer's
       * collision information.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#removeTileAtWorldXY
       * @since 3.0.0
       *
       * @param {(integer|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
       * @param {number} worldX - [description]
       * @param {number} worldY - [description]
       * @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] - [description]
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
       *
       * @return {Phaser.Tilemaps.Tile} A Tile object.
       */
      removeTileAtWorldXY: function (worldX, worldY, replaceWithNull, recalculateFaces, camera)
      {
          return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, this.layer);
      },
  
      /**
       * 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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#renderDebug
       * @since 3.0.0
       *
       * @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon.
       * @param {object} styleConfig - An object specifying the colors to use for the debug drawing.
       * @param {?Color} [styleConfig.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.
       * @param {?Color} [styleConfig.collidingTileColor=orange] - Color to use for drawing a filled
       * rectangle at colliding tile locations. If set to null, colliding tiles will not be drawn.
       * @param {?Color} [styleConfig.faceColor=grey] - Color to use for drawing a line at interesting
       * tile faces. If set to null, interesting tile faces will not be drawn.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      renderDebug: function (graphics, styleConfig)
      {
          TilemapComponents.RenderDebug(graphics, styleConfig, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#replaceByIndex
       * @since 3.0.0
       *
       * @param {integer} findIndex - [description]
       * @param {integer} newIndex - [description]
       * @param {integer} [tileX=0] - [description]
       * @param {integer} [tileY=0] - [description]
       * @param {integer} [width=max width based on tileX] - [description]
       * @param {integer} [height=max height based on tileY] - [description]
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height)
      {
          TilemapComponents.ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, this.layer);
  
          return this;
      },
  
      /**
       * You can control if the Cameras should cull tiles before rendering them or not.
       * By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.
       * 
       * However, there are some instances when you may wish to disable this.
       * 
       * @method Phaser.Tilemaps.DynamicTilemapLayer#setSkipCull
       * @since 3.11.0
       *
       * @param {boolean} [value=true] - Set to `true` to stop culling tiles. Set to `false` to enable culling again.
       *
       * @return {this} This Tilemap Layer object.
       */
      setSkipCull: function (value)
      {
          if (value === undefined) { value = true; }
  
          this.skipCull = value;
  
          return this;
      },
  
      /**
       * When a Camera culls the tiles in this layer it does so using its view into the world, building up a 
       * rectangle inside which the tiles must exist or they will be culled. Sometimes you may need to expand the size
       * of this 'cull rectangle', especially if you plan on rotating the Camera viewing the layer. Do so
       * by providing the padding values. The values given are in tiles, not pixels. So if the tile width was 32px
       * and you set `paddingX` to be 4, it would add 32px x 4 to the cull rectangle (adjusted for scale)
       * 
       * @method Phaser.Tilemaps.DynamicTilemapLayer#setCullPadding
       * @since 3.11.0
       *
       * @param {number} [paddingX=1] - The amount of extra horizontal tiles to add to the cull check padding.
       * @param {number} [paddingY=1] - The amount of extra vertical tiles to add to the cull check padding.
       *
       * @return {this} This Tilemap Layer object.
       */
      setCullPadding: function (paddingX, paddingY)
      {
          if (paddingX === undefined) { paddingX = 1; }
          if (paddingY === undefined) { paddingY = 1; }
  
          this.cullPaddingX = paddingX;
          this.cullPaddingY = paddingY;
  
          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).
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      setCollision: function (indexes, collides, recalculateFaces)
      {
          TilemapComponents.SetCollision(indexes, collides, recalculateFaces, this.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).
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      setCollisionBetween: function (start, stop, collides, recalculateFaces)
      {
          TilemapComponents.SetCollisionBetween(start, stop, collides, recalculateFaces, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      setCollisionByProperty: function (properties, collides, recalculateFaces)
      {
          TilemapComponents.SetCollisionByProperty(properties, collides, recalculateFaces, this.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).
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      setCollisionByExclusion: function (indexes, collides, recalculateFaces)
      {
          TilemapComponents.SetCollisionByExclusion(indexes, collides, recalculateFaces, this.layer);
  
          return this;
      },
  
      /**
       * Sets collision on the tiles within a layer by checking each tiles collision group data
       * (typically defined in Tiled within the tileset collision editor). If any objects are found within
       * a tiles collision group, the tile's colliding information will be set. The `collides` parameter
       * controls if collision will be enabled (true) or disabled (false).
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      setCollisionFromCollisionGroup: function (collides, recalculateFaces)
      {
          TilemapComponents.SetCollisionFromCollisionGroup(collides, recalculateFaces, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#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.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      setTileIndexCallback: function (indexes, callback, callbackContext)
      {
          TilemapComponents.SetTileIndexCallback(indexes, callback, callbackContext, this.layer);
  
          return this;
      },
  
      /**
       * Sets a collision callback for the given rectangular area (in tile coordinates) 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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#setTileLocationCallback
       * @since 3.0.0
       *
       * @param {integer} tileX - [description]
       * @param {integer} tileY - [description]
       * @param {integer} width - [description]
       * @param {integer} height - [description]
       * @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.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      setTileLocationCallback: function (tileX, tileY, width, height, callback, callbackContext)
      {
          TilemapComponents.SetTileLocationCallback(tileX, tileY, width, height, callback, callbackContext, this.layer);
  
          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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#shuffle
       * @since 3.0.0
       *
       * @param {integer} [tileX=0] - [description]
       * @param {integer} [tileY=0] - [description]
       * @param {integer} [width=max width based on tileX] - [description]
       * @param {integer} [height=max height based on tileY] - [description]
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      shuffle: function (tileX, tileY, width, height)
      {
          TilemapComponents.Shuffle(tileX, tileY, width, height, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#swapByIndex
       * @since 3.0.0
       *
       * @param {integer} tileA - First tile index.
       * @param {integer} tileB - Second tile index.
       * @param {integer} [tileX=0] - [description]
       * @param {integer} [tileY=0] - [description]
       * @param {integer} [width=max width based on tileX] - [description]
       * @param {integer} [height=max height based on tileY] - [description]
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      swapByIndex: function (indexA, indexB, tileX, tileY, width, height)
      {
          TilemapComponents.SwapByIndex(indexA, indexB, tileX, tileY, width, height, this.layer);
  
          return this;
      },
  
      /**
       * Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the
       * layers position, scale and scroll.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#tileToWorldX
       * @since 3.0.0
       *
       * @param {integer} tileX - [description]
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
       *
       * @return {number}
       */
      tileToWorldX: function (tileX, camera)
      {
          return TilemapComponents.TileToWorldX(tileX, camera, this.layer);
      },
  
      /**
       * Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the
       * layers position, scale and scroll.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#tileToWorldY
       * @since 3.0.0
       *
       * @param {integer} tileY - [description]
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
       *
       * @return {number}
       */
      tileToWorldY: function (tileY, camera)
      {
          return TilemapComponents.TileToWorldY(tileY, camera, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#tileToWorldXY
       * @since 3.0.0
       *
       * @param {integer} tileX - [description]
       * @param {integer} tileY - [description]
       * @param {Phaser.Math.Vector2} [point] - [description]
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
       *
       * @return {Phaser.Math.Vector2}
       */
      tileToWorldXY: function (tileX, tileY, point, camera)
      {
          return TilemapComponents.TileToWorldXY(tileX, tileY, point, camera, this.layer);
      },
  
      /**
       * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
       * specified layer. Each tile will recieve 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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#weightedRandomize
       * @since 3.0.0
       *
       * @param {integer} [tileX=0] - [description]
       * @param {integer} [tileY=0] - [description]
       * @param {integer} [width=max width based on tileX] - [description]
       * @param {integer} [height=max height based on tileY] - [description]
       * @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.
       *
       * @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
       */
      weightedRandomize: function (tileX, tileY, width, height, weightedIndexes)
      {
          TilemapComponents.WeightedRandomize(tileX, tileY, width, height, weightedIndexes, this.layer);
  
          return this;
      },
  
      /**
       * Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the
       * layers position, scale and scroll.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#worldToTileX
       * @since 3.0.0
       *
       * @param {number} worldX - [description]
       * @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] - [description]
       *
       * @return {number}
       */
      worldToTileX: function (worldX, snapToFloor, camera)
      {
          return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, this.layer);
      },
  
      /**
       * Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the
       * layers position, scale and scroll.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#worldToTileY
       * @since 3.0.0
       *
       * @param {number} worldY - [description]
       * @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] - [description]
       *
       * @return {number}
       */
      worldToTileY: function (worldY, snapToFloor, camera)
      {
          return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, this.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.
       *
       * @method Phaser.Tilemaps.DynamicTilemapLayer#worldToTileXY
       * @since 3.0.0
       *
       * @param {number} worldX - [description]
       * @param {number} worldY - [description]
       * @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the
       * nearest integer.
       * @param {Phaser.Math.Vector2} [point] - [description]
       * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
       *
       * @return {Phaser.Math.Vector2}
       */
      worldToTileXY: function (worldX, worldY, snapToFloor, point, camera)
      {
          return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);
      }
  
  });
  
  module.exports = DynamicTilemapLayer;
  