Now when polygons collide, they get moved by the overlap to ensure that
they don't get stuck in the following frames, it works very well and Carza is happy :))))))
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@ -5,7 +5,6 @@
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#include <cmath>
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#include <gtk/gtk.h>
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#include <unordered_set>
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#include <utility>
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#include <vector>
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@ -27,7 +26,6 @@ class polygon {
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vec2d speed;
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double angular_speed;
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std::unordered_set<polygon*> collided_with;
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void draw(cairo_t* cr) const;
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void draw_bounding_rect(cairo_t* cr) const;
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