CheckIsoBounds = function (tileX, tileY, layer, camera)
{
    var tilemapLayer = layer.tilemapLayer;

    var cullPaddingX = tilemapLayer.cullPaddingX;
    var cullPaddingY = tilemapLayer.cullPaddingY;

    var pos = tilemapLayer.tilemap.tileToWorldXY(tileX, tileY, point, camera, tilemapLayer);

    // we always subtract 1/2 of the tile's height/width to make the culling distance start from the center of the tiles.
    return pos.x > camera.worldView.x + tilemapLayer.scaleX * layer.tileWidth * (-cullPaddingX - 0.5)
        && pos.x < camera.worldView.right + tilemapLayer.scaleX * layer.tileWidth * (cullPaddingX - 0.5)
        && pos.y > camera.worldView.y + tilemapLayer.scaleY * layer.tileHeight * (-cullPaddingY - 1.0)
        && pos.y < camera.worldView.bottom + tilemapLayer.scaleY * layer.tileHeight * (cullPaddingY - 0.5);
}
Checks if the given tile coordinate is within the isometric layer bounds, or not.

@function Phaser.Tilemaps.Components.CheckIsoBounds
@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.Tilemaps.LayerData} layer - The Tilemap Layer to check against.
@param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to run the cull check against.

@return {boolean} Returns `true` if the coordinates are within the iso bounds.