DJ: yeah, I reduced the thickness so I have less lines to draw.
pimath: I use the fact that the player's coordinates are polar to make collision detection easy: when the obstacle's R coordinate is close enough to the player's (which is a constant), just compare the angles of the player and each side of the obstacle.
pimath: I use the fact that the player's coordinates are polar to make collision detection easy: when the obstacle's R coordinate is close enough to the player's (which is a constant), just compare the angles of the player and each side of the obstacle.