obstacle collision fixes, player alive checks, player remove
workaround, see TODO
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@@ -41,13 +41,13 @@ func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
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systemlist = append(systemlist, systems.NewCollectibleSystem(game.World))
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systemlist = append(systemlist, systems.NewObstacleSystem(game.World, gridcontainer))
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systemlist = append(systemlist,
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systems.NewPlayerSystem(game.World, gridcontainer))
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systemlist = append(systemlist, systems.NewParticleSystem(game.World, game.Cellsize))
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systemlist = append(systemlist, systems.NewObstacleSystem(game.World, gridcontainer))
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systemlist = append(systemlist, systems.NewTransientSystem(game.World, gridcontainer))
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systemlist = append(systemlist, systems.NewDestroyableSystem(game.World, gridcontainer))
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