Initial collision system #14
A quick solution should be implemented until a real collision system exists. For now we consider entities to have a circle as their bounds.
The collision system should:
The combat system should be aware of the whole duration of the collision, since attacks are performed every second as long as there is a conflict. Because of that the collision events are split into start and stop events.
The point 3. exists in case an entity collides with two other entities at the same time along one vector, to avoid jittering.