code: function (response, other) {
          switch (other.body.collisionType) {
              case me.collision.types.WORLD_SHAPE:
                  // Simulate a platform object
                  if (other.type === "platform") {
                      if (this.body.falling &&
                          !me.input.isKeyPressed("down") &&
                          // Shortest overlap would move the player upward
                          (response.overlapV.y > 0) &&
                          // The velocity is reasonably fast enough to have penetrated to the overlap depth
                          (~~this.body.vel.y >= ~~response.overlapV.y)
                      ) {
                          // Disable collision on the x axis
                          response.overlapV.x = 0;
                          // Repond to the platform (it is solid)
                          return true;
                      }
                      // Do not respond to the platform (pass through)
                      return false;
                  }
  
                  // Custom collision response for slopes
                  else if (other.type === "slope") {
                      // Always adjust the collision response upward
                      response.overlapV.y = Math.abs(response.overlap);
                      response.overlapV.x = 0;
  
                      // Respond to the slope (it is solid)
                      return true;
                  }
                  break;
  
              case me.collision.types.ENEMY_OBJECT:
                  if (!other.isMovingEnemy) {
                      // spike or any other fixed danger
                      this.body.vel.y -= this.body.maxVel.y * me.timer.tick;
                      this.hurt();
                  }
                  else {
                      // a regular moving enemy entity
                      if ((response.overlapV.y > 0) && this.body.falling) {
                          // jump
                          this.body.vel.y -= this.body.maxVel.y * 1.5 * me.timer.tick;
                      }
                      else {
                          this.hurt();
                      }
                      // Not solid
                      return false;
                  }
                  break;
  
              default:
                  // Do not respond to other objects (e.g. coins)
                  return false;
          }
  
          // Make the object solid
          return true;
      }
docs: colision handler