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phaserjs

Phaser Editor MCP Server

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by phaserjs

scene-resize-editable-tilemap-layer

Resize the data dimensions of an editable tilemap layer and update tile IDs across all layers for consistency.

Instructions

Resize an editable tilemap layer. This will resize the layer data, but it will not resize the layer game object itself. It also will update the ID of the tiles of every layer in the map.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
widthYesThe new width of the layer in tiles.
heightYesThe new height of the layer in tiles.
layerIdYesThe `id` of the editable tilemap layer to resize. An editable tilemap layer is also a game object, so you can use the `id` of the EditableLayer game object.
sceneIdYesThe `id` of the scene. The `id` is not the name of the scene, else a unique identifier is set in the scene data. You need to read the scene data to get the `id`.
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries full burden. It discloses that the layer game object is not resized and that tile IDs are updated across all layers. However, it does not cover potential data loss or constraints (e.g., what happens if new dimensions are smaller).

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is extremely concise at three sentences, front-loading the main action. Every sentence adds meaningful behavioral context without redundancy.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness2/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Despite concise description, the tool covers a mutation operation with several implications (data truncation, padding, ID updates). No explanation of return values, success indicators, or failure modes. Given no output schema, the description should provide more context about the operation's effects.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so the tool description adds little beyond what the schema already provides. Parameters are clearly described in the schema, and the tool description does not offer additional guidance on constraints or relationships between width/height.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool resizes an editable tilemap layer, with specific details about what is affected (layer data) and what is not (game object itself). It also mentions a side effect (updating tile IDs across layers) that distinguishes it from sibling tools like scene-add-editable-tilemap-layer or scene-fill-editable-tilemap-layer-data.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description focuses on what the tool does but does not explicitly state when to use it or when not to. There is no mention of alternatives or prerequisites, leaving the agent to infer usage from context.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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