proper player collision and direct hit capability
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@@ -78,7 +78,7 @@ func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point
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player_rect := v.RectFromPoint(player.Robot.Position, 3)
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collision, _, pos := v.RectIntersection(player_rect, p.Robot.Position, move_vector)
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if collision {
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log.Printf("Player Collision %v hit %v, rect:%v", p.Robot.Position, move_vector, player_rect)
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// log.Printf("Player Collision %v hit %v, rect:%v", p.Robot.Position, move_vector, player_rect)
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return collision, pos, player
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}
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}
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@@ -87,7 +87,7 @@ func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point
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for _, obj := range g.obstacles {
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collision, _, pos := v.RectIntersection(obj.Bounds, p.Robot.Position, move_vector)
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if collision {
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log.Printf("Object Collision %v hit %v, rect:%v", p.Robot.Position, move_vector, obj.Bounds)
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// log.Printf("Object Collision %v hit %v, rect:%v", p.Robot.Position, move_vector, obj.Bounds)
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return collision, pos, nil
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}
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}
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