Optimiced collision so noncollidable objects are skipped first
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@ -24,18 +24,18 @@ end
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-- returns true if theres a collision at that point. also marks collisioned tile as collision true
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function isThereObjectAt(x,y,objectType)
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local result = false
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for _, collision in pairs(objectType) do
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if x >= collision.from.x
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if collision.disable then
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-- Dont calculate if dissabled
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elseif x >= collision.from.x
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and x <= collision.to.x
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and y >= collision.from.y
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and y <= collision.to.y
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and collision.disable ~= true then
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result = true
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and y <= collision.to.y then
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collision.collision = true
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return true
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end
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end
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return result
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return false
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end
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function isThereAnyCollisionAt(x,y)
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