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use crate::collision;
use crate::core;
use crate::loader::map;
pub fn render_physics(screen: &mut core::Screen, physobj: Vec<i64>, G: i64) {
let map = screen.gmap();
let phsob = physobj;
screen.load_map(renderphys(map, phsob, G));
}
fn renderphys(screen: map, physobj: Vec<i64>, g_drag: i64) -> map {
let mut mp = map {
chars: screen.chars,
x: screen.x,
y: screen.y,
};
for i in physobj {
for _ in 0..g_drag {
mp.y[i as usize] += 1;
if collision::get_collision(i as usize, &mut mp) {
mp.y[i as usize] -= 1;
}
}
}
mp
}