Changelog:
- Add map to collect collision events
- Resolve collision events after the solid entity resolving
- Bounce player on collision with crates and destroy crates
- Add fragile field under bbox component. This makes it such that an
entity can push others away (solid) but still apply gravity (fragile)
- Ground check requires solid and not fragile bbox
- This basically allow player to 'pass through' crates as crates
are fragile but solid