I am simply trying to make a generic way to check for collision between rectangles. If you hit the top of a rectangle stop moving. However my rectangles seem to stop regardless of the x coordinate. I have three rectangles falling and one static rectangle that doesn't move, they are supposed to all fall on top of this static rectangle however when I run the code this happens.

Here is the collision handler code
float distanceY, furthestLeft;
public void update() {
for (int i = 0; i < stageObjects.size(); i++) {
iPos = stageObjects.get(i).getPosition();
iDim = stageObjects.get(i).getDimensions();
for(int k = 0; k < stageObjects.size(); k++){
kPos = stageObjects.get(k).getPosition();
kDim = stageObjects.get(k).getDimensions();
if(k == i){
continue;
}
distanceY = assignDy();
furthestLeft = assignDx();
//DistanceY is the subtraction of one objects y coordinate and
// if it equals 0 then they are colliding and the furthest left
// is the bottom right x coord of the furthest left objects x
//coord so it should check if this x is contained within an
// objects left x coord to right x coord
if(distanceY <= 1 && distanceY >= 0 && furthestLeft >= iPos.x && furthestLeft <= iPos.x + iDim.x){
stageObjects.get(i).react(Tuples.HIT_BOTTOM);
stageObjects.get(k).react(Tuples.HIT_FROM_TOP);
System.out.println("Collision: " + stageObjects.get(i).toString() + " with " +
stageObjects.get(k).toString());
}
}
}
}
}
public float assignDy(){
if(kPos.y > iPos.y){
return Math.abs(kPos.y - (iPos.y + iDim.y));
}else
return Math.abs(iPos.y - (kPos.y + kDim.y));
}
public float assignDx(){
if(kPos.x > iPos.x){
return kPos.x + kDim.x;
}else
return iPos.x + iDim.x;
}
The error lies here and here is the react method
public void react(int occurence){
if(occurence == Tuples.HIT_BOTTOM){
velocity.y = 0;
}
}
However, if they are further apart the code works perfectly look.
I have also noticed that the rectangle can fall through other rectangles if it is to the left of another rectangle, but if it further to the right at all it will get hung as if it landed on the rectangle. The only reason the above image worked is because the furthest right fell first, anything to the left to another rectangle will get hung as well if it falls after the rectangle to the left
I just don't see what exactly I am doing wrong any help is greatly appreciated!

distanceY >= -1? Did you change your code and did not adapt some stuff? - Pinkie SwirlRectangle(a libgdx class) it comes with a overlaps method. Then you just have to make sure that you do not mix up which rectangle is on top/bottom (which you do). If you don't want to use it, take a look at the source code of it. To catch all possible "collisions" you need to add 4*2 checks for rectangles, two for left/right/top/bottom side, currently you only have 2 (which are not completely correct either). - Pinkie Swirl