adding top collision
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@@ -20,8 +20,17 @@ void checkCollision(){
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{
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float forcex=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.x)+(scale))+((en2->velocity.x)+(scale)))/2))*(scale);
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float forcey=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.y)+(scale))+((en2->velocity.y)+(scale)))/2))*(scale);
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if(en1->position.x < en2->position.x){
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float forcey=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.y)+(scale))+((en2->velocity.y)+(scale)))/2))*(scale/4);
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if(en1->position.y+en1->size*0.6f <= en2->position.y+en2->size*0.5f){
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ApplyForce(
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en1,
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(Vector2){0, -((en1->mass*g))}
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);
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en1->velocity.y = en1->velocity.y * 0.1f;
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en1->velocity.x = en1->velocity.x * en2->drag;
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}
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else if(en1->position.x < en2->position.x){
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ApplyForce(
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en1,
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(Vector2){-forcex, 0}
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