{
Player* player = dynamic_cast<Player*>(&other);
if (!player) return FORCE_MOVE;
- float vy = player->physic.vy;
+ float vy = player->physic.get_velocity_y();
//player->add_velocity(Vector(0, -150));
- player->physic.vy = -150;
+ player->physic.set_velocity_y(-150);
if (state != OFF) return FORCE_MOVE;
if (!hit.top) return FORCE_MOVE;