ProcessTileCallbacks = function (tile, sprite)
{
    //  Tile callbacks take priority over layer level callbacks
    if (tile.collisionCallback)
    {
        return !tile.collisionCallback.call(tile.collisionCallbackContext, sprite, tile);
    }
    else if (tile.layer.callbacks[tile.index])
    {
        return !tile.layer.callbacks[tile.index].callback.call(
            tile.layer.callbacks[tile.index].callbackContext, sprite, tile
        );
    }

    return true;
}
A function to process the collision callbacks between a single tile and an Arcade Physics enabled Game Object.

@function Phaser.Physics.Arcade.Tilemap.ProcessTileCallbacks
@since 3.0.0

@param {Phaser.Tilemaps.Tile} tile - The Tile to process.
@param {Phaser.GameObjects.Sprite} sprite - The Game Object to process with the Tile.

@return {boolean} The result of the callback, `true` for further processing, or `false` to skip this pair.