min.x = playerTexture.getSize().x;
max.y = playerTexture.getSize().y;
And
min.x = blockTexture.getSize().x;
max.y = blockTexture.getSize().y;
This is correct, isn't it?
Not really... Where are you checking positions? And why is your min depended on the size?
You most likely would want to go with the sprite instead.
min = playerSprite.getPosition();
max.x = playerSprite.getGlobalBounds().width;
max.y = playerSprite.getGlobalBounds().height;
And
min = blockSprite.getPosition();
max.x = blockSprite.getGlobalBounds().width;
max.y = blockSprite.getGlobalBounds().height;
Alternatively you can also use the global bound for the min, just access .top and .left.