void OnCollisionEnter2D(Collision2D other)
    {
        //fixme maybe need a destroying animation or particle effects
        if (!floorFire)
        {
            if (other.gameObject.tag == "player")
            {
                Debug.Log("hitting player");
                other.gameObject.GetComponent <playerControler> ().getHit(damage);
                Debug.Log("get destroyed");
                thud.Play();
                getDestroyed();
                lastTouchedPost = false;
            }
            else if (other.gameObject.tag == "bottomEdge")
            {
//				Debug.Log ("hit the bottom get destroyed");
                lastTouchedPost = false;
                thud.Play();
                getDestroyed();
            }
            else if (other.gameObject.tag == "targetPlatform")
            {
                Debug.Log("hitting platform");
                thud.Play();
//				float yForce = 15f;
//				if (myRig.velocity.y > 0f) {
//					yForce = 0f;
//				}
//			Vector2 forceVector = new Vector2 (Random.Range (-20f, 20f), yForce);
//			myRig.AddForce (forceVector, ForceMode2D.Impulse);
//				addXYForce (15f, yForce);
                lastTouchedPost = false;
            }
            else if (other.gameObject.tag == "post")
            {
                thud.Play();
                Debug.Log("hitting post");
                post postScript = other.gameObject.GetComponent <post> ();
//				float magnitude = origPostMagnitude;
                if (postScript.togglePost && !postScript.inactive)
                {
                    if (!lastTouchedPost)
                    {
                        postScript.active = false;
                        lastTouchedPost   = true;
                        Debug.Log(myRig.velocity.y);
                        addXYForce(0f, -600f * myRig.velocity.y);
                        Destroy(gameObject, 2f);
                        postScript.playSound();
                    }
                }
            }
            else if (other.gameObject.tag == "fireball")
            {
                lastTouchedPost = false;
//				getDestroyed ();
            }
        }
    }
    private void postJump(post postScript)
    {
        float magnitude = origPostMagnitude;

        if (postScript.active && !postScript.inactive)
        {
            if (!lastTouchedPost)
            {
                magnitude = origPostMagnitude;
            }
            else
            {
                magnitude = -1f;
            }
            if (postScript.vertical)
            {
                myRig.velocity = new Vector2(myRig.velocity.x, myRig.velocity.y * magnitude);
            }
            else
            {
                myRig.velocity = new Vector2(myRig.velocity.x * magnitude, myRig.velocity.y);
            }
            postScript.active = false;
            lastTouchedPost   = true;
            postScript.playSound();
            //fixme set a max velo?
        }
    }