Fill = function (index, tileX, tileY, width, height, recalculateFaces, layer)
{
    var doesIndexCollide = (layer.collideIndexes.indexOf(index) !== -1);

    var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer);

    for (var i = 0; i < tiles.length; i++)
    {
        tiles[i].index = index;

        SetTileCollision(tiles[i], doesIndexCollide);
    }

    if (recalculateFaces)
    {
        // Recalculate the faces within the area and neighboring tiles
        CalculateFacesWithin(tileX - 1, tileY - 1, width + 2, height + 2, layer);
    }
}
Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the
specified index. Tiles will be set to collide if the given index is a colliding index.
Collision information in the region will be recalculated.

@function Phaser.Tilemaps.Components.Fill
@since 3.0.0

@param {number} index - The tile index to fill the area with.
@param {number} tileX - The left most tile index (in tile coordinates) to use as the origin of the area.
@param {number} tileY - The top most tile index (in tile coordinates) to use as the origin of the area.
@param {number} width - How many tiles wide from the `tileX` index the area will be.
@param {number} height - How many tiles tall from the `tileY` index the area will be.
@param {boolean} recalculateFaces - `true` if the faces data should be recalculated.
@param {Phaser.Tilemaps.LayerData} layer - The tile layer to use. If not given the current layer is used.