# Collision Detection Result Theory?

To be clear because the title is slightly ambiguous: I understand that to check for collision detection it's (box.x > otherBox.x && box.x < otherBox.x + otherBox.w) etc.

However I'm curious about things to do after this, how can I sort of keep the player from entering the other object that they're supposedly colliding with without fully stopping them and therefore suspending them from movement?

You would do this by checking multiple collision points, so instead of box.x, you would check both box.x+(box.width/2) and box.x-(box.width/2).