+Physic::~Physic()
+{
+}
+
+void
+Physic::reset()
+{
+ ax = ay = vx = vy = 0;
+ gravity_enabled_flag = true;
+}
+
+void
+Physic::set_velocity_x(float nvx)
+{
+ vx = nvx;
+}
+
+void
+Physic::set_velocity_y(float nvy)
+{
+ vy = nvy;
+}
+
+void
+Physic::set_velocity(float nvx, float nvy)
+{
+ vx = nvx;
+ vy = nvy;
+}
+
+void
+Physic::set_velocity(const Vector& vector)
+{
+ vx = vector.x;
+ vy = vector.y;
+}
+
+void Physic::inverse_velocity_x()
+{
+ vx = -vx;
+}
+
+void Physic::inverse_velocity_y()
+{
+ vy = -vy;
+}
+
+float
+Physic::get_velocity_x() const
+{
+ return vx;
+}
+
+float
+Physic::get_velocity_y() const
+{
+ return vy;
+}
+
+Vector
+Physic::get_velocity() const
+{
+ return Vector(vx, vy);
+}
+
+void
+Physic::set_acceleration_x(float nax)
+{
+ ax = nax;
+}
+
+void
+Physic::set_acceleration_y(float nay)
+{
+ ay = nay;
+}
+
+void
+Physic::set_acceleration(float nax, float nay)
+{
+ ax = nax;
+ ay = nay;
+}
+
+float
+Physic::get_acceleration_x() const
+{
+ return ax;
+}
+
+float
+Physic::get_acceleration_y() const
+{
+ return ay;
+}
+
+Vector
+Physic::get_acceleration() const
+{
+ return Vector(ax, ay);
+}
+
+void
+Physic::enable_gravity(bool enable_gravity)
+{
+ gravity_enabled_flag = enable_gravity;
+}
+
+bool
+Physic::gravity_enabled() const
+{
+ return gravity_enabled_flag;
+}
+
+void
+Physic::set_gravity(float gravity)
+{
+ this->gravity = gravity * 100;
+}
+
+float
+Physic::get_gravity() const
+{
+ return gravity / 100;
+}
+