What problem does it solve? Building tile-based levels in Phaser 4 requires correctly wiring Tiled JSON maps, tileset images, layers, and collision flags, and small mismatches (wrong tileset names, missing collision setup, GPU layer limits) cause silent rendering or physics failures. ## Core Features & Use Cases - Tiled Map Loading: Load Tiled JSON maps, link tileset images, and create CPU or GPU tilemap layers with correct naming conventions. - Collision & Physics: Configure tile collision by index, range, property, or exclusion, and wire Arcade Physics colliders, overlaps, and tile callbacks. - Dynamic Tile Editing: Query, place, fill, randomize, and replace tiles at runtime, including coordinate conversion between world and tile space. - Use Case: Build a platformer level in Tiled, load it in a Phaser scene, enable collision on ground tiles, spawn enemies from an object layer, and let the player trigger callbacks on hazard tiles. ## Quick Start Ask the AI to load a Tiled JSON map in Phaser 4, create its layers with collision enabled, and connect a player sprite using Arcade Physics.