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- boolean isColliding() {
- int distanceX = abs(x - player.x);
- int distanceY = abs(y - player.y);
- if (distanceX > (player.size/2 + radius)) { return false; }
- if (distanceY > (player.h/2 + radius)) { return false; }
- if (distanceX <= (player.size/2)) { return true; }
- if (distanceY <= (player.h/2)) { return true; }
- int cornerDistance_sq = (distanceX - player.size/2)^2 +
- (distanceY - player.h/2)^2;
- return (cornerDistance_sq <= (radius^2));
- }
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