thanks for the fresh ideas wink

I first tryed something similar to HeelX approach but did not find a convincing behavior. While thinking for a solution for playground limits I thought on this line system that lets me use segments as playground limiters and compute the whole enemy collisions same way. The static obstacles are supposed to be points+radius into the enemies array but without moving code. Since all the obstacles will be sorted in the array, the player collisions are very easy to compute too