Why does my character fall through the ground (SOLVED)

HI, I’m new to Defold and I did the tutoriall however my character falls through the ground and I don’t know why. Here is my hero.script
– gravity pulling the player down in pixel units/sˆ2
local gravity = -20

-- take-off speed when jumping in pixel units/s
local jump_takeoff_speed = 900

function init(self)
    -- this tells the engine to send input to on_input() in this script
    msg.post(".", "acquire_input_focus")

    -- save the starting position
    self.position = go.get_position()

    -- keep track of movement vector and if there is ground contact
    self.velocity = vmath.vector3(0, 0, 0)
    self.ground_contact = false
end

function final(self)
    -- Return input focus when the object is deleted
    msg.post(".", "release_input_focus")
end
local function play_animation(self, anim)
    -- only play animations which are not already playing
    if self.anim ~= anim then
        -- tell the spine model to play the animation
        spine.play("#spinemodel", anim, go.PLAYBACK_LOOP_FORWARD, 0.15)
        -- remember which animation is playing
        self.anim = anim
    end
end

local function update_animation(self)
    -- make sure the right animation is playing
    if self.ground_contact then
        play_animation(self, hash("run_right"))
    else
        if self.velocity.y > 0 then
            play_animation(self, hash("jump_right"))
        else
            play_animation(self, hash("fall_right"))
        end
    end
end
function update(self, dt)
    local gravity = vmath.vector3(0, gravity, 0)

    if not self.ground_contact then
        -- Apply gravity if there's no ground contact
        self.velocity = self.velocity + gravity
    end

    -- apply velocity to the player character
    go.set_position(go.get_position() + self.velocity * dt)
    update_animation(self)
    -- reset volatile state
    self.correction = vmath.vector3()
    self.ground_contact = false
end

local function handle_geometry_contact(self, normal, distance) 
    -- project the correction vector onto the contact normal
    -- (the correction vector is the 0-vector for the first contact point)
    local proj = vmath.dot(self.correction, normal)
    -- calculate the compensation we need to make for this contact point
    local comp = (distance - proj) * normal
    -- add it to the correction vector
    self.correction = self.correction + comp
    -- apply the compensation to the player character
    go.set_position(go.get_position() + comp)
    -- check if the normal points enough up to consider the player standing on the ground
    -- (0.7 is roughly equal to 45 degrees deviation from pure vertical direction)
    if normal.y > 0.7 then
        self.ground_contact = true
    end
    -- project the velocity onto the normal
    proj = vmath.dot(self.velocity, normal)
    -- if the projection is negative, it means that some of the velocity points towards the contact point
    if proj < 0 then
        -- remove that component in that case
        self.velocity = self.velocity - proj * normal
    end
end

function on_message(self, message_id, message, sender)
    if message_id == hash("contact_point_response") then
        -- check if we received a contact point message. One message for each contact point
        if message.group == hash("geometry") then
            handle_geometry_contact(self, message.normal, message.distance)
        end
    end
end

local function jump(self)
    -- only allow jump from ground
    if self.ground_contact then
        -- set take-off speed
        self.velocity.y = jump_takeoff_speed
    end
end

local function abort_jump(self)
    -- cut the jump short if we are still going up
    if self.velocity.y > 0 then
        -- scale down the upwards speed
        self.velocity.y = self.velocity.y * 0.5
    end
end

function on_input(self, action_id, action)
    if action_id == hash("jump") or action_id == hash("touch") then
        if action.pressed then
            jump(self)
        elseif action.released then
            abort_jump(self)
        end
    end
end

I have the mask propert set to geometry for the chacter and for the ground I have it set to hero,

Some things for you to check:

  1. Have you attached the above script to the hero?
  2. If you open game.project and go to physics and check the physics debug option you will see all collision objects and how they interact. Do you have a collision object on your hero and on the ground?
  3. Can you double check that the collision object on hero is of type hero and that it has a mask containing ground and vice versa on the platforms?
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3 . That “vice versa” is a very common pitfall. :slight_smile:

Thank you, it turns out that I had forgot to put the hero on the ground.

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