Graham, in the latest tutorial where you showed us how to get the guy to move around and jump you used an object defined to create the ground effect. I’ve been trying to move all the properties from this object to a particular tile I use to create my ground. My logic there is as follows… If I can keep all such properties in the tile then I can have various tiles like ice, lava, solid ground that each have similar but slightly different behavior and I don’t need to worry about the object definitions each time I move things around in my tile map design. However when I replace the object from your example with tiles of similar properties my character stops jumping which I can trace back to this call :
local function onCollision(self, event )
if ( event.phase == “began” ) then
if event.other.IsGround then
player.canJump = true
Seems like somehow event.other.IsGround is not returning true when the player is standing on a tile that has IsGround property but it will work when the player is above an Object with the same property.
Am I missing something or is this a little bug? Thanks for your kind clarification. Regards [import]uid: 11904 topic_id: 4857 reply_id: 304857[/import]