One boundary collission bug fixed
* Boundary collision now only prevents movement in the required direction(s). I like the functionality, but dislike the requirement of iterating over the list of boundaries twice per frame. This might be avoidable but I'm too tired to find out right now.

I now need to alter the boundary collision calculations to use base_posX, base_posY, and base_radius of the player to make it feel more realistic (collision with a boundary should be considering the player's feet, not the top-left corner of their texture [which is where the posX and posY cooresponds to])