TileIntersectsBody = function (tileWorldRect, body)
{
    // Currently, all bodies are treated as rectangles when colliding with a Tile.

    return !(
        body.right <= tileWorldRect.left ||
        body.bottom <= tileWorldRect.top ||
        body.position.x >= tileWorldRect.right ||
        body.position.y >= tileWorldRect.bottom
    );
}
Checks for intersection between the given tile rectangle-like object and an Arcade Physics body.

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

@param {{ left: number, right: number, top: number, bottom: number }} tileWorldRect - A rectangle object that defines the tile placement in the world.
@param {Phaser.Physics.Arcade.Body} body - The body to check for intersection against.

@return {boolean} Returns `true` of the tile intersects with the body, otherwise `false`.