Phaser API Documentation

overlapTiles(sprite, tiles, [collideCallback], [processCallback], [callbackContext])


This advanced method is specifically for testing for overlaps between a single Sprite and an array of Tile objects.

You should generally use the overlap method instead, with a Sprite vs. a Tilemap Layer, as that will perform tile filtering and culling for you, as well as handle the interesting face collision automatically.

This method is offered for those who would like to check for overlaps with specific Tiles in a layer, without having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic overlap tests on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method, you should filter them before passing them to this method.


name type arguments description
sprite Phaser.GameObjects.GameObject

The first object to check for collision.

tiles Array.<Phaser.Tilemaps.Tile>

An array of Tiles to check for collision against.

collideCallback ArcadePhysicsCallback <optional>

An optional callback function that is called if the objects overlap.

processCallback ArcadePhysicsCallback <optional>

An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then collideCallback will only be called if this callback returns true.

callbackContext any <optional>

The context in which to run the callbacks.


True if any objects overlap (with overlapOnly); or true if any overlapping objects were separated.

  • boolean
Since: 3.17.0