OptionalclassOptionalcontainerOptional Container to which the Game Objects are added.
OptionalframeOptional name or index of the frame within the Texture. If omitted, the tileset index is used, assuming that spritesheet frames exactly match tileset indices & geometries -- if available.
OptionalgidAn Object GID to convert.
OptionalidA unique Object ID to convert.
OptionalignoreBy default, gid-based objects copy properties and respect the type of the tile at that gid and treat the object as an override. If this is true, they don't, and use only the fields set on the object itself.
OptionalkeyOptional key of a Texture to be used, as stored in the Texture Manager, or a Texture instance. If omitted, the object's gid's tileset key is used if available.
OptionalnameAn Object Name to convert.
OptionalsceneA Scene reference, passed to the Game Objects constructors.
OptionaltypeAn Object Type to convert.
A custom class type to convert the objects in to. The default is Phaser.GameObjects.Sprite. A custom class should resemble Sprite or Image; see Phaser.Types.Tilemaps.CreateFromObjectsClassTypeConstructor.