public void putPotentialObject(PlaceableGameObject object, List<GameObject> ob){
		System.out.println("debug: in putPotentialObject()");
			isLeftClick = true;
			PlaceableGameObject newOb = object;
			newOb.setX(newOb.getX() - newOb.getWidth()/2);
			newOb.setY(newOb.getY() - newOb.getHeight()/2);
			newOb.isReal = false;
			//check collision with the game objects on the map (player/enemy)
			for(GameObject o : ob){
				if(Helper.isBoundingBoxCollision(o.getX(), o.getY(), o.getWidth(), o.getHeight(),
						newOb.getX(), newOb.getY(), newOb.getWidth(), newOb.getHeight())){
					newOb.isBlocked = true;
				}
			}
			
			//check collision with other walls already on the map
			for(GameObject w : objects){
				if(Helper.isBoundingBoxCollision(w.getX(), w.getY(), w.getWidth(), w.getHeight(),
						newOb.getX(), newOb.getY(), newOb.getWidth(), newOb.getHeight())){
					newOb.isBlocked = true;
				}
			}
			boolean b = true;
			//check collision with other potential walls that are alrady on the map
			for(GameObject w : potentialObjects){
				if(Helper.isBoundingBoxCollision(w.getX(), w.getY(), w.getWidth(), w.getHeight(),
						newOb.getX(), newOb.getY(), newOb.getWidth(), newOb.getHeight())){
					b = false;
				}
			}
			
			//if new wall isn't colliding with any current potential walls, add it
			if(b){
				potentialObjects.add(newOb);
			}
	}