# Why does my character stop a little before landing on the ground?

I made a little game with side-scrolling and a box (the player) jumping across the level. The simple physics are almost done, but I have two problem with the way things behave:

• On landing, the box takes a little time to reach the floor
• When the box hit a roof, there is always a little space between it and the object.

Here is my collision code (in the player's Step Event):

myGravity = 0.5;
if (vspeed > 10)  vspeed = 10;

speedAir = abs(vspeed+1);

//ON_FLOOR = !(place_free(x, y + speedAir));
ON_AIR = place_free(x, y + speedAir);

FREE_RIGHT = place_free(x + speedScreen, y);
FREE_UP = place_free(x, y - speedAir);

KEY_UP = keyboard_check(vk_up);
KEY_LEFT = keyboard_check(vk_left);
KEY_RIGHT = keyboard_check(vk_right);
KEY_FIRE = keyboard_check(vk_space);

/* JUMP */
if ON_AIR
{
gravity = myGravity;
gravity_direction = 270;

if !(FREE_UP)
{
vspeed = 0;
}
}

else // if ON_FLOOR
{
gravity = 0;
gravity_direction = 270;
vspeed = 0;

// JUMP
if KEY_UP & FREE_UP
{
vspeed = -10;
}
}

/* LATERAL */
if (FREE_RIGHT)
{
x += speedScreen; // screen side-scrolling
}


How can I do this correctly?

## The problem

I think the main flaw is that you're checking if the object is in the air using the code place_free(x, y + speedAir). That's effectively like this: Imagine your object is shaped like that blue J-tetromino and the ghost version of it represents its position + its speed; where it will be next frame. The yellow is a floor.

At the first two speeds, it's correctly determined as being in the air. In the third, the place_free check fails because the ghost intersects something, and so ON_AIR == false even though the object is nowhere near the ground!

## The fix

It might be worth reading up on collision detection (Metanet's tutorial on separating axis theorem is pretty great), but here's one simple-ish method: To make sure the character stops exactly on the ground, you could first of all check only for place_free(x, y), and use the object's position relative to the ground object to calculate how much they intersect by. Then just move the object out by that amount. • Also, take care that objects cannot move through the floor entirely in a single frame. – Simon Richter Apr 20 '15 at 5:55