#include "Entity.h" Entity::Entity(const Vector2& size, float mass) : size(size), inverseMass(1.0f / mass), onGround(false), jumpTicks(0) { } void Entity::addForce(const Vector2& force) { acceleration += force * inverseMass; } void Entity::preTick() { lastPosition = position; // start off with gravity for the next frame acceleration = Vector2(0.0f, -0.5f); } void Entity::tick() { // euler integration, timestep is constant velocity += acceleration; position += velocity; }