fill all the simplified phys parameters for SAT, so the code can fully function. output fully functioning code with all the parameters filled and applied.: 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);