<commit_before><commit_msg>Added a collide component that handles if an other entity collides with this entity.<commit_after>/**
 * Collide Component constructor
 *
 * @class Roguelike.Components.Door
 * @classdesc A component that tells if the entity is passable or not
 */
Roguelike.Components.Collide = function(collide) {

	/**
	 * @property {string} name - The name of this system. This field is always required!
	 */
	this.name = 'collide';

	/**
	 * @property {Roguelike.Event} events - Event holder
	 */
	this.collide = collide;

};
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