can you apply this to that?: "platform object uses pixel-perfect collision system. need the phys engine to understand the actual object shape and inact relative physical force properties based on actual current.
I see. In that case, here’s a more advanced approach you can take to implementing Mario platformer physics:

1. Define the geometry of your platform’s hitbox using a polygon or series of vertices.

2. When a player (or other object) is within range of the platform’s hitbox, calculate the position of the player’s hitbox using a similar polygon/vertex system.

3. Use a collision detection algorithm (such as the Separating Axis Theorem) to detect if the hitboxes of the platform and player intersect.

4. If the hitboxes intersect, you can calculate the normal vector of the intersection area and use it to apply the appropriate physical forces to the player (e.g. bouncing off the platform, sliding along it, etc.) based on the angle and velocity of the player’s motion.

Here’s a simplified example of how this approach could work using JavaScript:

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 Platform{constructor(x,y,w,h){this.x=x;this.y=y;this.w=w;this.h=h}collidesWith(obj){if(obj.y+obj.h<=this.y)return false;if(obj.y>=this.y+this.h)return false;if(obj.x+obj.w<=this.x)return false;if(obj.x>=this.x+this.w)return false;if(obj.vy>0&&obj.y+obj.h-obj.vy<=this.y&&obj.x+obj.w>this.x&&obj.x<this.x+this.w){obj.y=this.y-obj.h;obj.vy=0;obj.jumping=false;return true}if(obj.vy<0&&obj.y>=this.y+this.h&&obj.x+obj.w>this.x&&obj.x<this.x+this.w){if(obj.jumping&&obj.y+obj.h<=this.y+this.h+10){obj.vy=-obj.vy*.5;obj.y=this.y+this.h}else{obj.y=this.y+this.h;obj.vy=0}return true}if(obj.vx<0&&obj.x+obj.w>this.x||obj.vx>0&&obj.x<this.x+this.w){if(obj.vx<0){obj.x=this.x+this.w}else{obj.x=this.x-obj.w}obj.vx=0;return true}return false}}class Player{constructor(x,y,w,h){this.x=x;this.y=y;this.w=w;this.h=h;this.vx=0;this.vy=0;this.jumping=false}move(keys){if(keys[87]&&!this.jumping){this.vy-=20;this.jumping=true}if(keys[68]){this.vx+=5}if(keys[65]){this.vx-=5}this.vy+=1;this.x+=this.vx;this.y+=this.vy;if(this.x<0){this.x=0}if(this.y<0){this.y=0}if(this.x+this.w>canvas.width){this.x=canvas.width-this.w;this.vx=0}if(this.y+this.h>canvas.height){this.y=canvas.height-this.h;this.vy=0;this.jumping=false}}}class Game{constructor(canvas){this.canvas=canvas;this.ctx=canvas.getContext("2d");this.platforms=[];this.player=new Player(100,100,50,50);this.platforms.push(new Platform(0,canvas.height-50,canvas.width,50));this.platforms.push(new Platform(0,canvas.height-200,500,50));this.platforms.push(new Platform(0,canvas.height-300,500,50));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++){this.platforms[i].collidesWith(this.player)}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];this.ctx.fillRect(p.x,p.y,p.w,p.h)}this.ctx.fillRect(this.player.x,this.player.y,this.player.w,this.player.h);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); ```