IsGround in a tile propery vs Object property

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]

I’m on my phone so can’t take a proper look till I get back to my PC but I think I may know what the problem is.

I had to add code to copy all Object properties over to the physics body if it had one so they could be accessed from a collision event. It sounds like I need to do the same thing for Tile properties. [import]uid: 5833 topic_id: 4857 reply_id: 15604[/import]

Please take your time. None of this is urgent! All in good time [import]uid: 11904 topic_id: 4857 reply_id: 15605[/import]

All fixed, will be in the next drop. [import]uid: 5833 topic_id: 4857 reply_id: 15606[/import]