}
void
-Physic::apply(float frame_ratio, float &x, float &y)
+Physic::apply(float elapsed_time, float &x, float &y)
{
float gravity = Sector::current()->gravity;
float grav;
else
grav = 0;
- x += vx * frame_ratio + ax * frame_ratio * frame_ratio;
- y += vy * frame_ratio + (ay + grav) * frame_ratio * frame_ratio;
- vx += ax * frame_ratio;
- vy += (ay + grav) * frame_ratio;
+ 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);
+}
+