private void checkCollision() {
		for(Platform platform : Game.getPlatforms()) {
			if(getCollider().intersects(platform.getCollider())) {
				_onGround = true; // TODO: Proper _onGround checking
				
				switch(platform.getId()) {
				case Platform.HIGH_JUMP:
					_highJump = true;
					break;
				case Platform.NORMALIZE:
					_gravityMultiplier = 1;
					break;
				case Platform.REVERSER:
					_gravityMultiplier = -1;
					break;
				}
			}
			if(getCollider().intersects(platform.getCollider(),new Vector2f(0,-4))){
				getTransform().setPosition(
						getTransform().getPosition().add(new Vector2f(0,10)));
			}
			else if(getCollider().intersects(platform.getCollider(),new Vector2f(0,-8))){
				_forceOfGround = 0;
				_onGround = true;
			} else {
				_forceOfGround = 1;
			}
		}
	}