Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will receive a new index. New indexes are drawn from the given weightedIndexes array. An example weighted array:
[ { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8 { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8 { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8 { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8 ]
The probability of any index being picked is (the indexs weight) / (sum of all weights). This method only modifies tile indexes and does not change collision information.
If no layer is specified, the maps current layer is used.
name  type  arguments  description 

weightedIndexes  Array.<object> 
An array of objects to randomly draw from during randomization. They should be in the form: { index: 0, weight: 4 } or { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes. 

tileX  number  <optional> 
The left most tile index (in tile coordinates) to use as the origin of the area. 
tileY  number  <optional> 
The top most tile index (in tile coordinates) to use as the origin of the area. 
width  number  <optional> 
How many tiles wide from the 
height  number  <optional> 
How many tiles tall from the 
layer  string  number  Phaser.Tilemaps.TilemapLayer  <optional> 
The tile layer to use. If not given the current layer is used. 
Return this Tilemap object, or null if the layer given was invalid.