# I hate this so bad

**URL:** <https://forum.makecode.com/t/i-hate-this-so-bad/35691>\
**Category:** Help\
**Tags:** game\
**Created:** [April 14, 2025, 4:19pm UTC](https://forum.makecode.com/t/i-hate-this-so-bad/35691 "2025-04-14T16:19:41Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![richard](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/richard/32/5417_2.png) [@richard](https://forum.makecode.com/u/richard)\
**Post date:** [April 14, 2025, 4:37pm UTC](https://forum.makecode.com/t/i-hate-this-so-bad/35691/2 "2025-04-14T16:37:29Z")

</div>

hello! it is indeed not safe to pause within a tile overlaps event like this; unlike the sprite overlaps event it does not spawn its own thread when triggered. luckily, it’s pretty easy to spawn your own thread if that’s what you want to do.

for the purposes of this example, i’m going to assume that the behavior you want is for this code to _not_ be retriggered when the player overlaps a second tile while this event is still paused. if that’s the case, then you can use a variable and the “after \_\_\_\_\_ do” block from the **timers** extension to do what you want:

 ![image](https://us1.discourse-cdn.com/flex020/uploads/makecode/original/3X/2/4/246a2ebd726499fd9954e4de23acc49902f6db2d.png)

p.s. if you’re interested, i wrote a [post](https://forum.makecode.com/t/richards-arcade-tips-4-multithreading-part-1/29496) a while ago about how threads work in arcade (warning: it’s pretty long)

---

_[View the full topic](https://forum.makecode.com/t/i-hate-this-so-bad/35691)._
