What problem does it solve? Building tile-based levels in Phaser 4 requires correctly wiring Tiled JSON data, tileset images, layers, and collision flags, where small mismatches in names or missing collision setup cause silent failures. ## Core Features & Use Cases - Tiled Map Loading: Load Tiled JSON maps, link tileset images, and create rendered layers with matching names. - Collision & Physics: Enable tile collision by index, range, property, or exclusion and integrate with Arcade Physics colliders and callbacks. - Dynamic Tile Editing: Query, place, fill, randomize, and replace tiles at runtime, including GPU-accelerated layers via TilemapGPULayer. - Use Case: Build a platformer level by loading a Tiled map, creating ground and foreground layers, setting collision on solid tiles, and spawning enemies from a Tiled object layer. ## Quick Start Load a Tiled JSON map and tileset image in preload, then create the tilemap, add the tileset image, create a layer, and call setCollision on the solid tile indexes.