Started the re-build

I have a stable re-build of the collision system. It is a simple proof
of concept with the basics set up to implement polymorphism with the
Platform class. Next will Implement triangle ramps to see if it
functions.

There should not be any improvement yet as to the functionality of
colliding, but this will be fixed soon.

Still cannot seem to fix my gitignore file.
Identified an error. Making a note of it.

-I reverted to the simple method of collision checking, where no matter
how you collide with a platform, you go on top of it. This was in order
to identify errors and how best to approach the intended changes.

-There is an error in the way collisions are set up. Because the probe
for the onGround flag is smaller than the width of the player, when
going off edges, there is a zone in which falling actions take place,
but so does the collision actions, so the result is a falling animation
and Y acceleration, but the player is still vertically set to be on top
of the platform.

-possible solutions include changing the size of the probe hit box for
the onGround flag, and changing the conditions on which the collision
actions are set.
Fixed Previous Error for edges

-changed it so the player no longer has collision effect when onGround
flag is true, to fix edge glitch
-player now falls upon going off the edge. The player will fall through
the platform he fell from if the feet hit box is not colliding.
-next will implement changes for sensitiivity to side collisions, when
to climb, when to fall upon hitting a wall, etc.
Started Collision sensitivity

-sensitive to side collisions, however the x value that the player is
sent to needs to be adjusted.
-also, need to stop x acceleration when up against a wall, using same
method with the onGround Flag, but with the upper hit box.
Some progress made

-The player can still jump and fall and walk on platforms as before,
however there is the ground work for side collisions in place.
- I discovered a few flaws in logic, stepping back to re-evaluate.
- I must reconsider how the onGround flag is set, so it isn't un-set
while checking all other platform collisions.
- Right now, it seems to only deal with collisions for one platform at a
time. Only when the player jumps is player set to the position for side
collision.
More Progress

-Put conditionals in place to make sure the onGround Flag was only unset
when checking collisions for the platform the player is already standing
on.
-Added new background for testing and debug purposes. It indicated
pixels in increments of 50 and has markers every 250 pixels.
Side collisions & multiple platform Collisions

- the player can now collide with multiple platforms
- side collisions are working, but incomplete. Currently only collisions
from the left work, and there is a glitch due to how the controls work,
with button up and button down. Also the values for x placement on
collision may need to be adjusted.
-more work on collision_response()  still to be done to make collisions
sensitive to all situations.
Side Collisions Update

- Side collisions should now be working for most situations
- I still need to set up proper testing platforms.
- collisions from the right of the platform may not set the player to
the proper position.
- I will re-work all code after it is functioning correctly to account
for efficiency.
Noticed Errors

- I did not account for colliding in air, so if you collide with the
side of a platform, it stops the character until the opposite direction
is pressed. it does not account for a lot. may need to re-design.
- collisions on the right of platforms do not set the correct position.
Upload before a change of plans

- mostly fixed position issue for side collisions.
- noticed more errors, so re-thinking how collisions work. uploading
before i start changing things.
Plans include:
- making it so there is only a response call to the jack object when
there is a collision of the main bounding box.
- Make the system only check for side and ground collisions if the flag
is set. Possibly have 2 flags, one in the platform, and one in the
player. Either that or have the player with a pointer to the platform as
I did before.
Make the sensitivity for side collisions dependant on positions instead
of a collection of collide checks.
-perhaps have the checks to unset the flags more literal, like side
collisions are now.
Side Collisions Working

- not thoroughly tested, but the player should now be sensitive to side
collisions
- this is all still only for the case of the rectangular platform.
- the player is only sensitive to touching the side of one platform at a
time.
- next to do is to set up platforms for testing head collisions.
Basic Side and Head collisions working

-The player now interacts basically as it should for rectangular
platforms.
-Head collision is simple at the moment, there is a note in the code
under jack.cpp collide response function
-Fixed a few small errors as well.
-Adjustment to values and such will be made later when we finished more
of the base code and move on to deciding dimensions and specifics.
-I may mess with how platforms are shown to the window in main. However
i may refrain from doing that until after the conversion to SDL 2.0
Changed platform image load and Clean up

-Platform images not load based on a string passed in main
-removed functions and variables no longer needed. These include:
--type variable, Return function, and the type return in the read
funcion.
--Global variables SDL_Surface plat1, plat2, etc no longer needed, so
also removed.
-provided a clean_up function in platform object to free surfaces and a
loop in the main clean up function to run through all of the platforms
in the vector.
-Next step is to prepare for a git merge to main.