This exposed a problem with our current collision system, though.
First I had to alter the functions slightly to return boundaries correctly, this was a minor change.
The major change, we will have to discuss.
For collision detection, you want to test where the player IS GOING TO BE, not where he currently is. That's my understanding anyway. The way we have it currently, this is impossible without some ugly hacky code.
I'll open an issue to discuss it further. This is the reason you get stuck in the walls in this PR.
Added walls to the game.
This exposed a problem with our current collision system, though.
First I had to alter the functions slightly to return boundaries correctly, this was a minor change. The major change, we will have to discuss.
For collision detection, you want to test where the player IS GOING TO BE, not where he currently is. That's my understanding anyway. The way we have it currently, this is impossible without some ugly hacky code.
I'll open an issue to discuss it further. This is the reason you get stuck in the walls in this PR.