vy = -nvy;
}
+void Physic::inverse_velocity_x()
+{
+vx = -vx;
+}
+
+void Physic::inverse_velocity_y()
+{
+vy = -vy;
+}
+
float
Physic::get_velocity_x()
{
}
void
-Physic::apply(float &x, float &y)
+Physic::apply(float frame_ratio, float &x, float &y)
{
float gravity = World::current()->get_level()->gravity;
float grav;