Tilemaps
The @yagejs/tilemap package loads and renders maps created with the
Tiled map editor. It supports tile layer rendering,
object layer extraction, and physics collision shape generation.
Capabilities & Limits
Section titled “Capabilities & Limits”Worth knowing up front so you don’t reach for something that isn’t there.
| Feature | Status |
|---|---|
| Orthogonal Tiled JSON maps | Supported |
| Multiple tile layers per map | Supported |
| Object layers (spawns, triggers, collision shapes) | Supported |
| Custom properties on the map, layers, tilesets and objects | Supported |
| Object-reference resolution (Tiled object refs) | Supported |
| Collision-shape extraction (rect / ellipse / capsule / polygon / polyline) | Supported |
toPhysicsColliders() adapter for Rapier | Supported |
| Tileset-image and collection-of-images tilesets | Supported |
| Embedded and external tilesets | Supported |
| Flipped and rotated tiles | Supported |
| Tile images that don’t match the map grid | Supported — anchored bottom-left, as Tiled draws them |
| Tile objects (an object that draws a tile) | Data only — gid, position, size and properties are parsed; the image is not drawn |
Tileset objectalignment override | Supported — a tile object’s position is normalised to its top-left corner |
Tileset tilerendersize / fillmode | Not read — a tile draws at its image’s own size |
| Collision shapes authored on a tile in the tileset | Not read |
Layer draw offsets and tileset tileoffset | Supported |
| Per-layer visibility and opacity | Supported |
| Animated tiles | Supported for evenly-spaced, equal-duration frames |
| Infinite / chunked maps | Not yet |
| Base64-encoded layer data | Not yet — export layer data as CSV |
| Group layers and image layers | Not yet |
| Isometric / hexagonal / staggered orientations | Not planned |
| Dynamic tile editing at runtime | Not yet |
| Parallax / background scroll layers | Not built-in (use a regular sprite layer) |
A map that uses an unsupported map, layer or tileset setting does not fail
silently: validateTiledMap() reports it against the raw JSON, and
TilemapComponent logs what it finds when the map loads — see
Checking a Map. Three limits have no diagnostic, because the
map itself parses fine: runtime tile editing, per-tile collision shapes, and a
tileset’s tilerendersize / fillmode.
For a worked example of loading a Tiled map and extracting collision
shapes, see the
tilemap
example — it parses a Tiled JSON, renders the layers, calls
getCollisionShapes("walls"), and visualizes the resulting rectangles
through the debug overlay. Two distinct steps make up the Tiled-collision-to-Rapier workflow:
- Extraction —
tilemap.getCollisionShapes("walls")returns raw shape data in Tiled’s coordinate system (top-left-originrect/circle/capsule/polygon/polylineconfigs). - Physics conversion —
toPhysicsColliders(shapes)adapts those raw shapes into RapierColliderConfigs with the offsets baked in. Bounding-box shapes (rect, circle, capsule) become center-origin configs (offset =x + width/2, y + height/2); polygons and polylines keep their original vertices with a top-left-based offset (offset = { x, y }), since vertex-defined shapes don’t need centering.
The wiring (extracted shapes → toPhysicsColliders() → static
RigidBodyComponent + per-shape ColliderComponent) is shown inline
in the Collision Extraction section below.
Staging Tiled Assets
Section titled “Staging Tiled Assets”Tiled’s “Export As JSON” dumps the tileset wherever you point it, but
the JSON itself still references its source PNG by path-relative-to-
the-JSON. The loader resolves it as
dirname(tilesetSrc) + tileset.image. Tiled writes that field exactly
as it was authored — typically a path that walks out of the project
("../../Downloads/tiled-projects/dungeon/spr_tileset.png"). The
moment you copy the JSON into public/, that path no longer resolves
in the browser and you get a silent 404: the tileset object loads, the
texture doesn’t, and tiles render as blank rectangles.
The fix is mechanical — rewrite image to a sibling-relative path
whenever you stage a tileset:
{ "tilewidth": 16, "tileheight": 16, "tilecount": 256, "image": "../../Downloads/tiled-projects/dungeon/spr_tileset.png", "image": "spr_tileset.png", ...}…and drop spr_tileset.png next to dungeon.tsj in
public/assets/maps/. The same rule applies to embedded tilesets
inside a map JSON: the image field is resolved relative to the map
file’s directory, so the PNG needs to sit next to the map (or at any
sibling path you reference). Watching for this saves a frustrating
“why is my map blank?” debugging cycle.
TilemapPlugin Setup
Section titled “TilemapPlugin Setup”import { TilemapPlugin } from "@yagejs/tilemap";
engine.use(new TilemapPlugin());The plugin depends on @yagejs/renderer.
Loading a Tiled Map
Section titled “Loading a Tiled Map”Use the tiledMap() asset factory and pair it with a spritesheet texture:
import { tiledMap } from "@yagejs/tilemap";import { renderAsset } from "@yagejs/renderer";
const MapData = tiledMap("assets/level.json");const Tileset = renderAsset("assets/tileset.png");Add both to your scene’s preload array. The tileset texture must load before
the map so tile rendering can resolve texture frames:
class LevelScene extends Scene { readonly preload = [Tileset, MapData];}TilemapComponent
Section titled “TilemapComponent”Add a TilemapComponent to an entity to render the map:
import { Scene, Transform } from "@yagejs/core";import { TilemapComponent } from "@yagejs/tilemap";import type { LayerDef } from "@yagejs/renderer";
class LevelScene extends Scene { readonly name = "level"; readonly preload = [Tileset, MapData];
// Declare the scene's layers — the renderer plugin materializes them // automatically when the scene is pushed. readonly layers: readonly LayerDef[] = [ { name: "map", order: -10 }, ];
onEnter(): void { const map = this.spawn("map"); map.add(new Transform()); map.add(new TilemapComponent({ source: MapData, // asset handle — preferred form layers: ["ground", "walls"], // which tile layers to render (omit for all) layer: "map", // render layer name })); }}source takes the same AssetHandle you passed to preload. Internally
the component captures both the parsed map data and the asset path, so the
same constructor argument enables save/load and the
Tiled-derived auto-keys
covered below. If you don’t have a handle in scope, you can still pass
mapKey as a plain string.
Query map dimensions from the component:
const tilemap = map.get(TilemapComponent);tilemap.widthPx; // total width in pixelstilemap.heightPx; // total height in pixelstilemap.tileWidth; // single tile widthtilemap.tileHeight; // single tile heightTinting, fading and effects
Section titled “Tinting, fading and effects”TilemapComponent is a visual component like SpriteComponent, so it accepts
the same visual options and exposes the same vocabulary — tint, alpha, blend
mode, visibility, masks, and a component-scope effects host:
map.add(new TilemapComponent({ source: MapData, layer: "map", tint: 0x5566aa, // wash the whole map cold alpha: 0.85,}));
const tilemap = map.get(TilemapComponent);tilemap.tint = 0xffffff; // back to untintedtilemap.fx.addEffect(bloom({ strength: 1.5 })); // effects on the map aloneTint and alpha reach the tiles through a colour filter on the map’s container, because the tile renderer has no colour input of its own. A map at full white and full opacity has no filter attached, so an untinted map costs nothing.
Checking a Map
Section titled “Checking a Map”A Tiled map can use features this package does not render. Rather than dropping them quietly, the loader collects them:
const tilemap = map.get(TilemapComponent);
for (const d of tilemap.data.diagnostics) { console.log(`${d.severity}: ${d.message}`);}// error: Group layer "decor" is not rendered. Its dropped children are: vines, banners.// warning: Layer "clouds" sets parallax, which the renderer does not apply.TilemapComponent already logs the same list as a single warning when it
loads a map with anything in it, so a broken map announces itself in the
console without you writing this loop.
To check a map before building anything from it — in a content pipeline, an asset test, or a level editor — run the validator over the raw JSON:
import { validateTiledMap } from "@yagejs/tilemap";
const problems = validateTiledMap(rawTiledJson) .filter((d) => d.severity === "error");
if (problems.length > 0) { throw new Error(problems.map((d) => d.message).join("\n"));}A diagnostic is an error when authored content is dropped or will render
wrong, and a warning when a setting is simply not applied. Each one carries
a code you can match on (group-layer, infinite-map,
unsupported-orientation, unsupported-tile-animation, and so on), plus the layer or
tileset name it came from. A gate filtered to errors lets every warning
through, so match on the codes your game cannot live with. tile-object is
an error — it names the tile objects on a layer whose images the map does not
draw — so a game that spawns its own sprites from them will want to let that
one through.
An external tileset that has not been loaded yet is not reported — it resolves during preload.
Serialization
Section titled “Serialization”TilemapComponent is @serializable, but the live parsed map it wraps is
not — the parsed TiledMapData carries PixiJS textures, which don’t survive
JSON.stringify. The constructor therefore accepts three alternative
inputs: a source: AssetHandle<TiledMapData> (preferred — captures both the
parsed data and the asset path in one argument, which doubles as the prefix
for object auto-keys), an in-memory map object for the fast-path case
where you already have the parsed map, and a mapKey asset path that can
be re-resolved from the AssetManager after a reload.
interface TilemapComponentOptions extends VisualComponentOptions { /** Asset handle — preferred. Captures both data and path in one place. */ source?: AssetHandle<TiledMapData>; /** Parsed Tiled map data — not serializable, no auto-keys. */ map?: TiledMapData; /** Asset path string — equivalent to `source` when you don't have the handle. */ mapKey?: string; /** Which tile layers to render. Omit to render all. */ layers?: string[]; /** Override prefix for object auto-keys. Defaults to mapKey. */ keyPrefix?: string; // Plus the shared visual options: layer, visible, tint, alpha, // blendMode, interactive.}For any game that uses the save/load system, pass source (or mapKey)
rather than map. When a TilemapComponent constructed with an inline
map gets serialized, serialize() emits a warning and the snapshot cannot
round-trip through afterRestore(). The asset-path form lets the save
system store just the reference and re-look-up the texture-backed map on
restore:
// Recommended: save/load friendly + auto-keys for Tiled objectsmap.add(new TilemapComponent({ source: MapData, layers: ["ground", "walls"], layer: "map",}));
// One-shot prototypes only — will NOT survive a save/load cycle and// auto-keys are unavailable.map.add(new TilemapComponent({ map: parsedTiledJson, layer: "map",}));The snapshot (TilemapComponentData) stores the asset key, the layer
selection, any explicit keyPrefix override, and the shared visual fields every
visual component saves — render layer, tint, alpha, visibility, blend mode,
effects and mask. The live map is reconstructed from the asset key on load.
Map Data Structure
Section titled “Map Data Structure”Sometimes you need to reach past the renderer and read raw tile data — for
building a pathfinding grid, counting tile types, or driving custom gameplay
off tile positions. TilemapComponent exposes a format-agnostic snapshot of
the parsed map on its data property:
const tilemap = map.get(TilemapComponent);const data = tilemap.data; // TilemapData
console.log(`${data.width} x ${data.height} tiles`);console.log(`${data.tileLayers.length} tile layers`);The TilemapData shape is deliberately decoupled from the Tiled JSON
format — you can build your own parser for a different editor and reuse the
same downstream consumers.
interface TilemapData { width: number; // tiles wide height: number; // tiles tall tileWidth: number; // pixel width of one tile tileHeight: number; properties?: MapObjectProperty[]; // the map's own custom properties tileLayers: TileLayerData[]; objectLayers: ObjectLayerData[]; tilesets: TilesetInfo[]; diagnostics: TilemapDiagnostic[];}
interface TileLayerData { name: string; data: number[]; // flat, row-major tile GIDs (0 = empty) width: number; height: number; visible: boolean; offsetX: number; // the layer's Tiled draw offset, in pixels offsetY: number; properties?: MapObjectProperty[];}
interface ObjectLayerData { name: string; objects: MapObject[]; // coordinates already include offsetX/offsetY visible: boolean; offsetX: number; offsetY: number; properties?: MapObjectProperty[];}
interface TilesetInfo { firstGid: number; name?: string; properties?: MapObjectProperty[];}Custom properties are available at every level Tiled offers them, so a map can carry its own identity — a biome, a music track, a level index — without a marker object standing in for it:
const biome = tilemap.getProperty<string>(tilemap.data, "biome");const track = tilemap.getProperty<string>(tilemap.data, "music");TileLayerData.data is a single flat array in row-major order. To read the
tile at tile-coordinate (tx, ty), index with data[ty * width + tx]. A GID
of 0 means “no tile at this position”. That flat layout makes it cheap to
iterate for pathfinding or damage maps:
// Count all solid tiles in the "walls" layerconst walls = data.tileLayers.find((l) => l.name === "walls")!;let solidCount = 0;for (const gid of walls.data) { if (gid !== 0) solidCount++;}MapObject (the element type in objectLayers[i].objects) carries id,
name, optional class, position and size, rotation, an optional gid for
objects that draw a tile, an optional point flag, an optional polygon, an
optional polyline, and an optional properties: MapObjectProperty[] array of
Tiled custom properties — covered in detail below.
Tile Queries
Section titled “Tile Queries”Look up tile data at a world position:
const id = tilemap.getTileAt(worldX, worldY, "ground");// Returns the tile id, or null if the position is emptyEach layer is read through its own draw offset, so the id you get back is the tile you see at that position.
A tileset’s tileoffset is the exception. It moves where a tile’s image is
drawn without moving the cell the tile occupies. A tile from an offset tileset
answers at its cell, which is where its collision and its neighbours are.
Tiles that don’t match the grid
Section titled “Tiles that don’t match the grid”A tileset’s tiles need not be the size of the map’s grid — a three-cell-tall pillar on a 16px map, or an 8px coin. Tiled anchors every tile image to the bottom-left of the cell it was painted in, so a taller image overhangs upward and a wider one to the right, and a smaller one sits on the cell’s bottom edge. The tile still belongs to that one cell. Tiles render where Tiled draws them.
In a collection-of-images tileset each tile is measured on its own, which lets one tileset mix a 16px stump with a 64px pine and place both correctly.
A tile draws at its image’s own size. A tileset can ask Tiled to scale its
tiles to the grid instead (tilerendersize: "grid"); that setting is not read,
so those tiles keep their own size here and land where the rule above puts
them.
Because the cell is unchanged, getTileAt answers at the cell a tile was
painted in, not under the part of the image that overhangs its neighbours.
Flipped and rotated tiles
Section titled “Flipped and rotated tiles”Tiled lets you flip a tile horizontally, flip it vertically, or reflect it across its diagonal, in any combination — eight orientations in all. They render the way the editor shows them, so a tileset needs only one copy of a wall corner or an arrow.
Tiled packs that orientation into the high bits of the tile’s GID. getTileAt
strips them, so a comparison works whichever way a tile faces:
if (tilemap.getTileAt(x, y, "walls") === WALL_CORNER) { /* … */ }Raw layer data keeps the bits, because the orientation is sometimes the point — a one-way conveyor tile, say, whose direction comes from how it was placed:
import { readTileGid } from "@yagejs/tilemap";
const layer = tilemap.data.tileLayers.find((l) => l.name === "machinery")!;const { id, flippedHorizontally } = readTileGid(layer.data[row * layer.width + col]!);
if (id === CONVEYOR) { direction = flippedHorizontally ? -1 : 1;}Animated tiles
Section titled “Animated tiles”Water, torches, and machinery animated in Tiled play on their own. There is no
component option to set and no per-frame game code — author the animation in
the tileset and it runs. The clock comes from the scene, so a paused scene
freezes its tilemaps and a slowed timeScale slows them with it.
An animation plays when three things hold, and Tiled’s animation editor gives you all three by default:
- The tileset is a single image, not a collection of separate images.
- Every frame lasts the same time.
- The frames sit a constant distance apart in the tileset image — next to each other along a row, or down a column.
An animation outside that shape renders unanimated — as the tile the map
places — and reports an unsupported-tile-animation warning saying which tile
and why: durations that differ, frames scattered around the image, or a
collection-of-images tileset.
Splitting a two-second pause into ten identical 200ms frames is usually enough
to bring an animation back into the supported shape.
The animation phase is not part of a save. A tilemap restored from a snapshot starts its cycle from the beginning.
Object Layers
Section titled “Object Layers”Tiled object layers contain spawn points, triggers, and other game data. Extract objects grouped by their class or name:
const objects = tilemap.getObjects("spawns");// Returns: Record<string, MapObject[]>// e.g. { "player": [{ x, y, ... }], "enemy": [{ x, y, width, height, ... }] }
for (const obj of objects["enemy"] ?? []) { this.spawn(EnemyBP, { x: obj.x, y: obj.y });}Each MapObject has:
interface MapObject { id: number; name: string; class?: string; x: number; y: number; width: number; height: number; rotation: number; visible: boolean; gid?: number; // set only on an object that draws a tile point?: boolean; polygon?: { x: number; y: number }[]; polyline?: { x: number; y: number }[]; properties?: MapObjectProperty[];}getObjects() merges every layer when you don’t name one, and it keys a
classless object by its name — fine for a lookup, wrong when two layers hold
the same class or when a class and an object share a spelling. Use
getObjectGroups() when the layer matters:
for (const group of tilemap.getObjectGroups()) { console.log(group.layer, group.class, group.objects.length);}// "spawns" "EnemySpawn" 4// "spawns" undefined 1 ← objects authored without a class// "patrol" "EnemySpawn" 2 ← same class, different layer, kept apartEach entry is { layer, class?, objects }, grouped by layer and class.
Objects with no class collect into that layer’s single class: undefined
entry.
Tile objects
Section titled “Tile objects”Dragging a tile out of the tileset onto an object layer makes a tile
object: an object that shows a tile. It has a gid, the global ID of that
tile, alongside everything a normal object has — a class, a name, custom
properties, a size you can stretch. The image is not drawn for you. An object
layer is data, so a tile object is a placement you read and turn into an
entity.
Its x and y are the top-left corner of the tile it draws, the same as
every other object type. Tiled itself stores a tile object on a different
corner — the bottom-left one, matching how tiles land in tile layers, or
whichever corner the tileset’s objectalignment names — and the parser moves
the position for you. A spawn reads it directly:
import { readTileGid } from "@yagejs/tilemap";
for (const obj of tilemap.getObjects("props")["Tree"] ?? []) { if (obj.gid === undefined) continue; // authored as a plain rectangle
const { id, flippedHorizontally } = readTileGid(obj.gid); this.spawn(TreeEntity, { tileId: id, x: obj.x, y: obj.y, flippedHorizontally, });}obj.rotation turns the tile about that same corner, in degrees. Put the
position and the rotation on the entity’s Transform and anchor the sprite
top-left, and it lands where Tiled shows it at any angle. Position and
rotation belong on the Transform — the renderer copies them onto the sprite
every frame, so a rotation set on the sprite is overwritten.
import { MathUtils, Transform } from "@yagejs/core";import { SpriteComponent } from "@yagejs/renderer";
// inside the spawned entity's setup(), for the tile object it came fromthis.add(new Transform({ position: { x: obj.x, y: obj.y }, rotation: MathUtils.degToRad(obj.rotation), // Tiled stores degrees}));this.add(new SpriteComponent({ texture, anchor: { x: 0, y: 0 } }));Collision extraction reads the same corner, so its rect and the sprite agree.
The gid keeps Tiled’s flip bits, exactly like the GIDs in raw layer data, so
readTileGid splits it the same way.
Because the image is not drawn for you, validateTiledMap() reports a
tile-object error for each object layer that holds tile objects, naming
them. Collision shapes authored on the tile inside the tileset are not read
either, so collision extraction treats a tile object as its full box.
Object Lookups
Section titled “Object Lookups”The component exposes a few direct accessors so you don’t have to flatten
getObjects() for one-off lookups:
tilemap.getAllObjects(); // flat list across every layertilemap.findObject(42); // by Tiled idtilemap.findObjectByName("Player"); // first match across all layersSpawning Entities from Tiled Objects (auto-keys)
Section titled “Spawning Entities from Tiled Objects (auto-keys)”Tiled assigns every object a stable per-map id. Combine that id with the
map’s asset path to derive a stable entity.key so persistent stores
(createSet<string>, createMap<string, T>) can be keyed off authored
content without your game inventing its own naming scheme. The component
exposes the prefix wiring as objectKey() and forEachObject():
import { tiledObjectKey, TilemapComponent } from "@yagejs/tilemap";
// Standalone helper, format: "<prefix>#object:<id>"tiledObjectKey("/assets/dungeon.json", 42);// → "/assets/dungeon.json#object:42"
// On the component — prefix already wired up from `source` / `mapKey`:tilemap.objectKey(obj);
tilemap.forEachObject("interactables", (obj, key) => { if (obj.class === "EnemySpawn") { this.spawn(EnemyEntity, { object: obj }, { key }); }});Pass keyPrefix: "level1" to the component constructor when multiple
instances of the same map need distinct identity namespaces (instanced
dungeons, per-floor layouts).
objectKey and forEachObject throw if the component was constructed from
raw map: data without a mapKey, source, or explicit keyPrefix — auto-keys
need a stable prefix.
See Persistent World State for the
canonical pattern that pairs these auto-keys with createSet /
createMap to remember which chests are open, which triggers fired,
etc., across save/load.
Custom Properties
Section titled “Custom Properties”Read custom Tiled properties from an object, a layer, a tileset, or the map
itself — all four helpers take anything carrying a properties array. The
component-method variants are typed and discoverable; the standalone helpers
exist for cases where you’ve already collected an object pool yourself.
// On the component (preferred)tilemap.getProperty<number>(obj, "speed");tilemap.getPropertyArray<number>(obj, "point");tilemap.resolveRef(obj, "target"); // walks every layertilemap.resolveRefArray(obj, "spawns");
// The same helpers on the map, a layer, or a tilesettilemap.getProperty<string>(tilemap.data, "biome");tilemap.getProperty<number>(tilemap.data.tileLayers[0], "damage");tilemap.getProperty<string>(tilemap.data.tilesets[0], "material");
// Standalone (caller supplies the pool)import { getProperty, getPropertyArray, resolveObjectRef, resolveObjectRefArray } from "@yagejs/tilemap";getProperty<number>(obj, "speed");getPropertyArray<number>(obj, "point");resolveObjectRef(obj, "target", allObjs);resolveObjectRefArray(obj, "path", allObjs);Collision Extraction
Section titled “Collision Extraction”Tiled objects map to physics-agnostic TilemapColliderConfig variants:
| Tiled object | Emitted shape |
|---|---|
| Rectangle | { type: "rect", x, y, width, height, rotation? } |
Tile object (carries a gid) | { type: "rect", x, y, width, height, rotation? } covering the tile’s whole box, exactly like a rectangle; shapes authored on the tile in the tileset are not read |
Ellipse (width === height) | { type: "circle", x, y, width, height, radius } |
Ellipse (width !== height) | { type: "polygon", x, y, vertices } — 24 vertices sampled on the ellipse outline (Rapier has no ellipse primitive; the ring is convex, so the physics-side convex hull matches it exactly) |
| Capsule | { type: "capsule", x, y, width, height, halfHeight, radius, axis, rotation? } (oriented along the longer axis) |
| Polygon | { type: "polyline", x, y, vertices } with the first vertex appended at the end, closing the loop (Tiled polygons are closed outlines; may be concave) |
| Polyline | { type: "polyline", x, y, vertices } verbatim (open chain) |
| Point | Skipped |
Object rotation is honored for every shape. Tiled stores it in degrees,
pivoting on the object’s position: polygon, polyline, and sampled-ellipse
vertices come out already rotated; a rotated circle has the position shift
baked into its x/y; rectangles and capsules carry a rotation field in
radians, which toPhysicsColliders() forwards to the physics collider. A
rectangle rotated in the Tiled editor — the natural way to author a ramp —
collides exactly as drawn.
Because Tiled polygons are emitted as polylines (chain of line
segments), they support concave outlines such as a winding water edge
or a U-shaped wall. The trade-off: polylines are static-only — they
must be attached to a type: "static" rigid body (no mass/inertia is
computed). For dynamic concave bodies, decompose the outline into
convex pieces manually.
Wire extracted shapes through toPhysicsColliders() to spawn one static
body with one ColliderComponent per shape:
import { toPhysicsColliders } from "@yagejs/tilemap";import { RigidBodyComponent, ColliderComponent } from "@yagejs/physics";
const walls = this.spawn("walls");walls.add(new Transform());walls.add(new RigidBodyComponent({ type: "static" }));
for (const cfg of toPhysicsColliders(tilemap.getCollisionShapes("walls"))) { walls.add(new ColliderComponent(cfg));}The component-method shortcut wraps two standalone functions for the same workflow:
import { extractCollisionShapes, toPhysicsColliders } from "@yagejs/tilemap";Camera Bounds
Section titled “Camera Bounds”Use the tilemap dimensions to constrain the camera. The camera is an entity you spawn in the scene:
import { CameraEntity } from "@yagejs/renderer";
const cam = this.spawn(CameraEntity, { follow: player.get(Transform) });cam.bounds = { minX: 0, minY: 0, maxX: tilemap.widthPx, maxY: tilemap.heightPx,};This prevents the camera from scrolling past the map edges.