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- for _,v in pairs(level) do
- if v.collision then
- if checkCollision(v.x,v.y,32,32, player.x,player.y+1,player.w,player.h) and player.yVel > 0 then
- player.yVel = 0
- player.collision.north = true
- player.y = player.y - 1
- else
- player.collision.north = false
- end
- if checkCollision(v.x,v.y,32,32, player.x,player.y-1,player.w,player.h) and player.yVel < 0 then
- player.yVel = 0
- player.collision.south = true
- player.y = player.y + 1
- else
- player.collision.south = false
- end
- if checkCollision(v.x,v.y,32,32, player.x+1,player.y,player.w,player.h) then
- player.xVel = 0
- player.collision.east = true
- player.x = player.x - 1
- else
- player.collision.east = false
- end
- if checkCollision(v.x,v.y,32,32, player.x-1,player.y,player.w,player.h) then
- player.xVel = 0
- player.collision.west = true
- player.x = player.x + 1
- else
- player.collision.west = false
- end
- end
- end
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