[UNSOLVED] Collision Trouble

Hey guys. I need your help for my SAGL Platformer, I am using the same, working code from Super Doctor Who but in this run it seems to not be running for some reason.

First off, I check sideways collision using this:

protected boolean collidingWithWallRight(){
		if(!collidable)
			return false;
		return game.chunkManager.isBlockAtPixelCollidable(x+(width/2)-1,y+(height))  && game.chunkManager.isBlockAtPixelCollidable(x+(width/2)-1,y-(height/2)) ;
	}

	protected boolean collidingWithWallLeft(){
		if(!collidable)
			return false;
		return game.chunkManager.isBlockAtPixelCollidable(x-(width/2),y-(height))  && game.chunkManager.isBlockAtPixelCollidable(x-(width/2),y+(height/2)) ;
	}

	protected boolean collidingWithWall() {
		if(!collidable)
			return false;
		return game.chunkManager.isBlockAtPixelCollidable(x-(width/2)+4,y-(height))  && game.chunkManager.isBlockAtPixelCollidable(x-(width)+4,y+(height/2)) || game.chunkManager.isBlockAtPixelCollidable(x+(width/2)-4,y-(height/2))  && game.chunkManager.isBlockAtPixelCollidable(x+(width/2)-4,y+(height/2)) ;
	}

and I get the blocks and if there where they should or shouldnt be by:

public Block getBlockAtPixel(int x, int y) {
		try{
			x = x/Block.blockSize.width;
			y = y/Block.blockSize.height;
			final Point cpos = new Point((int)(x/Chunk.xa), (int)(y/Chunk.ya));
			final Chunk chunk = chunks[cpos.x][cpos.y];
			Point lpos = new Point(x%Chunk.xa, y%Chunk.ya);
			return chunk.blocks[lpos.x][lpos.y];
		} catch(Exception e){
			return null;
		}
	}

	public Boolean blockAtPixelExists(int x, int y){
		return getBlockAtPixel(x,y) != null;
	}

	public Boolean isBlockAtPixelCollidable(int x, int y) {
		if(blockAtPixelExists(x,y))
			return getBlockAtPixel(x,y).isCollidable();
		return false;
	}

and then in the entity’s tick I call this to make sure they stay out of walls if they get into one:

if(collidingWithWallRight()){
			x-=1;
		} 
		if(collidingWithWallLeft()){
			x+=1;
		}

and in the Players class I call this to move the player:

if(KeyManager.keyPressed(Key.LEFT) && !collidingWithWall() && !collidingWithWallLeft()){
			walk(-walkSpeed);
		} else if(KeyManager.keyPressed(Key.RIGHT) && !collidingWithWall() && !collidingWithWallRight()){
			walk(walkSpeed);
		}

The walk method contains no collision detection.

Its so weird. I can sometimes walk through walls and sometimes I get stuck and sometimes I cant walk through walls. I can never walk through walls that are 2 blocks high, otherwise I can most of the time.

Anyone see something odd and can point me in the correct direction?