Internal handler for Group vs. Tilemap collisions. Please use Phaser.Physics.Arcade.World#collide instead.
The first object to check for collision.
The second object to check for collision.
An optional callback function that is called if the objects collide.
An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then
The context in which to run the callbacks.
Whether this is a collision or overlap check.
True if any objects overlap (with
overlapOnly); or true if any overlapping objects were separated.