fill all the simplified phys parameters for SAT, so the code can fully function.: class Polygon {
    constructor(vertices) {
        this.vertices = vertices; // List of [x, y] vectors representing the points of the polygon
    }
}

class Platform {
    constructor(geometry) {
        this.geometry = geometry; // A Polygon object representing the hitbox of the platform
    }

    collidesWith(playerPolygon) {
        // Check if the platforms hitbox and player object hitbox polygons intersect
        // using a collision detection algorithm such as Separating Axis Theorem
    }

    resolveCollision(playerPolygon, normal) {
        // Calculate the appropriate physical forces to apply to the player based on the
        // normal vector of the intersection area and the player’s velocity
    }
}

class Player {
    constructor(geometry, velocity) {
        this.geometry = geometry; // A Polygon object representing the hitbox of the player
        this.velocity = velocity; // A [x, y] vector representing the current velocity of the player
    }

    move() {
        // Calculate the next position of the player’s hitbox based on the current velocity
    }
}

// In the main game loop
// Check for collisions between the player object and all platform objects
// Resolve any collisions by calling the Platform.resolveCollision() method

class Game {
    constructor(canvas) {
        this.canvas = canvas;
        this.ctx = canvas.getContext("2d");
        this.platforms = [];
        this.player = new Player(new Polygon([
            [100, 100],
            [150, 100],
            [150, 150],
            [100, 150]
        ]), [0, 0]);
        this.platforms.push(new Platform(new Polygon([
            [0, canvas.height - 50],
            [canvas.width, canvas.height - 50],
            [canvas.width, canvas.height],
            [0, canvas.height]
        ])));
        this.platforms.push(new Platform(new Polygon([
            [0, canvas.height - 200],
            [500, canvas.height - 200],
            [500, canvas.height - 150],
            [0, canvas.height - 150]
        ])));
        this.platforms.push(new Platform(new Polygon([
            [0, canvas.height - 300],
            [500, canvas.height - 300],
            [500, canvas.height - 250],
            [0, canvas.height - 250]
        ])));
        this.keys = {};
        document.addEventListener("keydown", evt => {
            this.keys[evt.keyCode] = true;
        });
        document.addEventListener("keyup", evt => {
            delete this.keys[evt.keyCode];
        });
        requestAnimationFrame(this.update.bind(this));
    }

    update() {
        this.player.move(this.keys);
        for (let i = 0; i < this.platforms.length; i++) {
            if (this.platforms[i].collidesWith(this.player.geometry)) {
                let normal = /* Calculate normal vector based on collision */;
                this.platforms[i].resolveCollision(this.player.geometry, normal);
            }
        }
        this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
        for (let i = 0; i < this.platforms.length; i++) {
            let p = this.platforms[i].geometry.vertices;
            this.ctx.fillStyle = "black";
            this.ctx.beginPath();
            this.ctx.moveTo(p[0][0], p[0][1]);
            for (let j = 1; j < p.length; j++) {
                this.ctx.lineTo(p[j][0], p[j][1]);
            }
            this.ctx.closePath();
            this.ctx.fill();
        }
        let pPlayer = this.player.geometry.vertices;
        this.ctx.fillStyle = "red";
        this.ctx.beginPath();
        this.ctx.moveTo(pPlayer[0][0], pPlayer[0][1]);
        for (let j = 1; j < pPlayer.length; j++) {
            this.ctx.lineTo(pPlayer[j][0], pPlayer[j][1]);
        }
        this.ctx.closePath();
        this.ctx.fill();
        requestAnimationFrame(this.update.bind(this));
    }
}

let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
let game = new Game(canvas);