# Why sprite overlap events and tile overlap events are handled differently?

**URL:** <https://forum.makecode.com/t/why-sprite-overlap-events-and-tile-overlap-events-are-handled-differently/2695>\
**Category:** Help\
**Created:** [July 8, 2020, 6:21am UTC](https://forum.makecode.com/t/why-sprite-overlap-events-and-tile-overlap-events-are-handled-differently/2695 "2020-07-08T06:21:11Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![felixtsu](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/felixtsu/32/12024_2.png) [@felixtsu](https://forum.makecode.com/u/felixtsu)\
**Post date:** [July 8, 2020, 6:21am UTC](https://forum.makecode.com/t/why-sprite-overlap-events-and-tile-overlap-events-are-handled-differently/2695/1 "2020-07-08T06:21:11Z")

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Hi,

Not much experience with game coding, just out of curiosity, why [sprite overlap events are handled concurrently](https://github.com/microsoft/pxt-common-packages/blob/592b7e11cdfdc1f31258637e6db0342f3960cb4c/libs/game/physics.ts#L337) while [tile overlaps events are not](https://makecode.com/_YHA0gr2Lf3ww).

> **[TileMapOverlapVsSpriteOverlap](https://arcade.makecode.com/65131-58014-55308-39766)**
>
> Made with ❤️ in Microsoft MakeCode Arcade.

  
As in the above demo, the game halts when player is on the ‘bush’ tile because of the `pause(2000)`. Caught by a student building a trap that slows player for a period when stepped on, he made these traps a special tile and implemented slowing the player in sprite-tile overlap callback. Suggested changing to a trap sprite as a workaround.

Is there any conceptual misunderstandings here?

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**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:** [July 8, 2020, 4:50pm UTC](https://forum.makecode.com/t/why-sprite-overlap-events-and-tile-overlap-events-are-handled-differently/2695/2 "2020-07-08T16:50:51Z")

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@jwunderl any idea? I think this might just be an oversight

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**Author:** ![jwunderl](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/jwunderl/32/5308_2.png) [@jwunderl](https://forum.makecode.com/u/jwunderl)\
**Post date:** [July 8, 2020, 5:12pm UTC](https://forum.makecode.com/t/why-sprite-overlap-events-and-tile-overlap-events-are-handled-differently/2695/3 "2020-07-08T17:12:32Z")

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Yeah, I’m pro running the tilemap overlaps in parallel with the same drop while running behavior as sprite overlaps.

Maybe a little bit weird with the wall collisions running synchronously (because you want to be able to e.g. flip the speed within the frame to bounce on a wall) which I think is why it wasn’t done before, but I don’t think that’s a blocker.

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**Author:** ![felixtsu](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/felixtsu/32/12024_2.png) [@felixtsu](https://forum.makecode.com/u/felixtsu)\
**Post date:** [July 9, 2020, 6:05am UTC](https://forum.makecode.com/t/why-sprite-overlap-events-and-tile-overlap-events-are-handled-differently/2695/4 "2020-07-09T06:05:08Z")

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Cool, misunderstandings are hard to changed for young students, just to make sure didn’t miss something important.
