+void
+Physic::apply(float elapsed_time, float &x, float &y)
+{
+ float gravity = Sector::current()->gravity;
+ float grav;
+ if(gravity_enabled)
+ grav = gravity / 100.0;
+ else
+ grav = 0;
+
+ x += vx * elapsed_time + ax * elapsed_time * elapsed_time;
+ y += vy * elapsed_time + (ay + grav) * elapsed_time * elapsed_time;
+ vx += ax * elapsed_time;
+ vy += (ay + grav) * elapsed_time;
+}
+
+void
+Physic::apply(Vector& vector, float elapsed_time)
+{
+ apply(elapsed_time, vector.x, vector.y);
+}