What problem does it solve? Building tile-based levels in Phaser 4 requires coordinating Tiled JSON parsing, tileset linking, layer creation, collision setup, and runtime tile queries, and small mismatches (like tileset or layer names) silently break rendering or physics. ## Core Features & Use Cases - Tiled Map Loading: Load Tiled JSON maps, link tileset images, and create CPU or GPU-rendered 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. - Runtime Tile Manipulation: Query, place, fill, randomize, and replace tiles dynamically, convert between world and tile coordinates, and spawn sprites from Tiled object layers. - Use Case: You are building a platformer level designed in Tiled. Use this Skill to load the map, set collision on ground tiles via custom properties, spawn enemies from an object layer, and swap tiles at runtime when the player triggers switches. ## 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 collider to the ground layer.