std::vector<GameObjectPtr> Map::GetObjectsAtPosition(int x, int y) const
	{
		glm::vec4 p = Tilepos(x, y);
		std::vector<GameObjectPtr> result;
		for (auto c : children) {
			if (c) {
				GameObjectPtr cPtr = std::dynamic_pointer_cast<GameObject>(c);
				glm::vec4 cPos = cPtr->GetPosition();
				if (cPos.x >= p.x && cPos.y >= p.y && cPos.x <= p[2] && cPos.y <= p[3]) {
					result.push_back(cPtr);
				}
			}
		}
		return result;
	}