tilemaps

Guidance for building tile-based levels in Phaser 4, a JavaScript game framework. It covers maps made from small repeated images, including maps created in the Tiled editor.

In plain words
What is it for?
Use it to load Tiled maps, CSV files, or 2D arrays; create map layers; set tile collisions and properties; handle changing tiles; and limit drawing to the camera view.
Why use it?
It helps you connect map data to visible layers, collision, tile properties, and camera handling without working out each part from scratch.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/phaserjs/phaser/tilemaps
Any agent
npx skills add phaserjs/phaser --skill tilemaps
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

Made for: Claude Code, Codex.

Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,257 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00064 $0.05257
Opus 5 $0.00032 $0.02629
Sonnet 5 $0.00013 $0.01051
Haiku 4.5 $0.00006 $0.00526

Measured yesterday against content hash c1754852ce72, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

tilemaps scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/tilemaps/SKILL.md · 441 lines

How it starts

The opening of the file, as written. The whole thing — 441 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Tilemaps

Phaser Tilemaps render tile-based levels from Tiled JSON, CSV, or raw 2D arrays. A Tilemap holds parsed map data and provides methods to add tilesets, create layers, set collision, and query tiles. Layers (TilemapLayer or TilemapGPULayer) are the Game Objects that actually render tiles. Phaser supports orthogonal, isometric, hexagonal, and staggered maps.

Key source paths: src/tilemaps/Tilemap.js, src/tilemaps/TilemapLayer.js, src/tilemaps/TilemapGPULayer.js, src/tilemaps/TilemapLayerBase.js, src/tilemaps/Tile.js, src/tilemaps/Tileset.js, src/tilemaps/TilemapFactory.js, src/tilemaps/components/, src/tilemaps/parsers/tiled/ Related skills: ../loading-assets/SKILL.md, ../sprites-and-images/SKILL.md

Quick Start

class GameScene extends Phaser.Scene {
    preload() {
        // Load the Tiled JSON and the tileset image
        this.load.tilemapTiledJSON('map', 'assets/level1.json');
        this.load.image('tiles', 'assets/tilesheet.png');
    }

    create() {
        // Create the tilemap from cached JSON
        const map = this.add.tilemap('map');

        // Link the tileset image to the tileset name used in Tiled
        const tileset = map.addTilesetImage('tilesheet', 'tiles');

        // Create a layer - layerID must match the layer name in Tiled
        const ground = map.createLayer('Ground', tileset);

        // Enable collision on specific tile indexes
        ground.setCollision([1, 2, 3]);
    }
}

The flow is always: load JSON + image, create tilemap, add tileset image, create layer(s), set collision.

Core Concepts

Tilemap vs Layer

A Tilemap is a data container, not a display object. It stores parsed map data (layers, tilesets, objects) and provides methods that operate on them. A TilemapLayer or TilemapGPULayer is the actual Game Object added to the display list that renders tiles.

const map = this.add.tilemap('map');    // Data container (not rendered)
const layer = map.createLayer('Ground', tileset);  // Game Object (rendered)

Read the full file on GitHub · 441 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 441 lines · 64 tokens per session scan A c1754852ce72

Subscribe to this mod's changes

tilemaps is a skill published in the GitHub repository phaserjs/phaser (40,232 stars, last pushed 11d ago), licensed MIT. It adds 64 tokens to every session and 5,257 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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