IsometricTileToWorldXY = function (tileX, tileY, point, camera, layer)
{
    if (!point) { point = new Vector2(); }

    var tileWidth = layer.baseTileWidth;
    var tileHeight = layer.baseTileHeight;
    var tilemapLayer = layer.tilemapLayer;

    var layerWorldX = 0;
    var layerWorldY = 0;

    if (tilemapLayer)
    {
        if (!camera) { camera = tilemapLayer.scene.cameras.main; }

        layerWorldX = tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX);

        tileWidth *= tilemapLayer.scaleX;

        layerWorldY = (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));

        tileHeight *= tilemapLayer.scaleY;
    }

    var x = layerWorldX + (tileX - tileY) * (tileWidth / 2);
    var y = layerWorldY + (tileX + tileY) * (tileHeight / 2);

    return point.set(x, y);
}
Converts from isometric tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the
layer's position, scale and scroll. This will return a new Vector2 object or update the given
`point` object.

@function Phaser.Tilemaps.Components.IsometricTileToWorldXY
@since 3.50.0

@param {number} tileX - The x coordinate, in tiles, not pixels.
@param {number} tileY - The y coordinate, in tiles, not pixels.
@param {Phaser.Math.Vector2} point - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
@param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use when calculating the tile index from the world values.
@param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.

@return {Phaser.Math.Vector2} The XY location in world coordinates.