Physic::get_movement(float elapsed_time)
{
float grav = gravity_enabled_flag ? 1000 : 0;
-
+
Vector result(
vx * elapsed_time + ax * elapsed_time * elapsed_time,
vy * elapsed_time + (ay + grav) * elapsed_time * elapsed_time
);
vx += ax * elapsed_time;
- vy += (ay + grav) * elapsed_time;
+ vy += (ay + grav) * elapsed_time;
return result;
}
-