For a small project, this could be over-kill, but a nice way of handling online games is using snapshots.
Basically the clients send their data to the server and the server compiles a snapshot of all the data it has.
The server sends out something like 20 snapshots a second to the clients.
The clients then interpolate the position of everything based on their most recent snapshot.
This article talks a bit more about this method.
https://developer.valvesoftware.com/wiki/Source_Multiplayer_NetworkingDepending on what you're aiming for, you can have the server calculate all the collisions, or have the clients calculate collisions for objects they own.
The later takes the load off the server, but makes it vulnerable to hacking and extreme network latency.