need to fix that obstacle collision detection. non of the gameworld object should pass through obstacle barriers. make these obstacle barriers to push enemies slightly backward, and make player to be able to jump on these obstacle barriers as in normal platformer games.: const canvas=document.getElementById("game-canvas");const context=canvas.getContext("2d");canvas.width=480;canvas.height=320;const GRAVITY=50;const ENEMY_RADIUS=10;const PLAYER_RADIUS=10;const TRACTION=.999;const OBSTACLE_COUNT=10;let playerX=50;let playerY=250;let isPlayerAlive=true;let enemyX=400;let enemyY=100;let enemySpeedX=0;let enemySpeedY=0;let enemyMultiplier=10;let playerSpeedX=0;let playerSpeedY=0;let playerIsOnGround=false;let lasers=[];let shootingTimer=0;let obstacles=[];const obstacleWidth=80;const obstacleHeight=10;function applyGravity(){if(!playerIsOnGround){playerSpeedY+=GRAVITY/60}}function applyTraction(){playerSpeedX*=TRACTION}function movePlayer(){if(!isPlayerAlive)return;playerX+=playerSpeedX;playerY+=playerSpeedY;if(playerX<0){playerX=0}if(playerX+PLAYER_RADIUS*2>canvas.width){playerX=canvas.width-PLAYER_RADIUS*2}context.fillStyle="pink";context.fillRect(playerX,playerY,PLAYER_RADIUS*2,PLAYER_RADIUS*2)}function moveEnemy(){if(!isPlayerAlive)return;const targetIndex=findNearestObstacle(playerX,playerY);const targetX=obstacles[targetIndex].x+obstacleWidth/2;const targetY=obstacles[targetIndex].y+obstacleHeight/2;const epsilon=.2;if(Math.abs(enemyX-targetX)>epsilon||Math.abs(enemyY-targetY)>epsilon){const angle=Math.atan2(targetY-enemyY,targetX-enemyX);enemySpeedX=Math.cos(angle)*2;enemySpeedY=Math.sin(angle)*2}else{enemySpeedX=0;enemySpeedY=0}enemyX+=enemySpeedX;enemyY+=enemySpeedY;if(shootingTimer<=0){shootLaser();shootingTimer=1}shootingTimer-=1e-4;context.fillStyle="cyan";context.fillRect(enemyX-ENEMY_RADIUS,enemyY-ENEMY_RADIUS,ENEMY_RADIUS*2,ENEMY_RADIUS*2)}function findNearestObstacle(x,y){let minIndex=0;let minDistance=Number.MAX_VALUE;for(let i=0;i<obstacles.length;i++){const dx=x-(obstacles[i].x+obstacleWidth/2);const dy=y-(obstacles[i].y+obstacleHeight/2);const distance=Math.sqrt(dx*dx+dy*dy);if(distance<minDistance){minDistance=distance;minIndex=i}}return minIndex}function checkCollision(){let isOnGround=false;if(playerY+PLAYER_RADIUS*2>=canvas.height){playerSpeedY=0;playerY=canvas.height-PLAYER_RADIUS*2;playerIsOnGround=true;isOnGround=true}if(playerY<=0){playerSpeedY=0;playerY=0}if(!isOnGround){playerIsOnGround=false}}function shootLaser(){const laserSpeed=2;const angle=Math.atan2(playerY-enemyY,playerX-enemyX);const laserSpeedX=Math.cos(angle)*laserSpeed;const laserSpeedY=Math.sin(angle)*laserSpeed;lasers.push({x:enemyX+ENEMY_RADIUS,y:enemyY+ENEMY_RADIUS,speedX:laserSpeedX,speedY:laserSpeedY})}function moveLasers(){let playerHit=false;for(let i=0;i<lasers.length;i++){const laser=lasers[i];laser.x+=laser.speedX;laser.y+=laser.speedY;if(!playerHit&&laser.x>=playerX&&laser.x<=playerX+PLAYER_RADIUS*2&&laser.y>=playerY&&laser.y<=playerY+PLAYER_RADIUS*2){const randomColor="rgb("+Math.floor(Math.random()*256)+","+Math.floor(Math.random()*256)+","+Math.floor(Math.random()*256)+")";context.strokeStyle=randomColor;context.beginPath();context.moveTo(laser.x,laser.y);context.lineTo(laser.x+laser.speedX,laser.y+laser.speedY);context.lineWidth=3;context.stroke();playerHit=true;isPlayerAlive=false}if(laser.x<0||laser.x>canvas.width||laser.y<0||laser.y>canvas.height){lasers.splice(i,1);i}}if(playerHit){playerX=-100;playerY=-100}}function drawLasers(){context.fillStyle="red";for(const laser of lasers){context.beginPath();context.arc(laser.x,laser.y,5,0,Math.PI*2);context.fill()}}function drawObstacles(){context.fillStyle="yellow";for(const obstacle of obstacles){context.fillRect(obstacle.x,obstacle.y,obstacle.width,obstacle.height)}}function createObstacles(){for(let i=0;i<OBSTACLE_COUNT;i++){const obstacleX=Math.random()*(canvas.width-obstacleWidth);const obstacleY=Math.random()*(canvas.height-obstacleHeight);obstacles.push({x:obstacleX,y:obstacleY,width:obstacleWidth,height:obstacleHeight})}}function checkEnemyDeath(){if(isPlayerAlive&&playerSpeedY>=0&&playerY+PLAYER_RADIUS*2>enemyY-ENEMY_RADIUS&&playerX+PLAYER_RADIUS*2>enemyX-ENEMY_RADIUS&&playerX<enemyX+ENEMY_RADIUS){playerSpeedY=-20;playerIsOnGround=false;enemyY=-100;enemyX=-100;setTimeout(spawnNewEnemy,1e3);enemyMultiplier++}}function spawnNewEnemy(){enemyX=Math.random()*(canvas.width-ENEMY_RADIUS*2);enemyY=Math.random()*(canvas.height-ENEMY_RADIUS*2);for(let i=0;i<enemyMultiplier-1;i++){shootLaser()}}function draw(){context.fillStyle="black";context.fillRect(0,0,canvas.width,canvas.height);applyGravity();applyTraction();movePlayer();moveEnemy();moveLasers();checkCollision();drawLasers();drawObstacles();checkEnemyDeath();requestAnimationFrame(draw)}createObstacles();draw();document.addEventListener("keydown",event=>{if(event.code==="KeyA"){playerSpeedX=-5}if(event.code==="KeyD"){playerSpeedX=5}if(event.code==="KeyW"&&playerIsOnGround){playerSpeedY=-20;playerIsOnGround=false}});document.addEventListener("keyup",event=>{if(event.code==="KeyA"||event.code==="KeyD"){playerSpeedX=0}});