Something like that. The function is a little redundant, though; you could either split it up into two functions (collidePlayerAndObjects and collidePlayerAndTiles) or just assume everything’s an object and check for tiles as a separate step to fix that.
Also, for your rotation warning, make sure all your objects aren’t rotated at all. Dusk’s “object is rotated” code isn’t anything special - it just checks the value from Tiled. If it reports an object as rotated, Tiled encoded it as rotated, which means it’s rotated in some sense or another. Don’t forget to check all your objects.
- Caleb