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	<title>How to do simple physics - Revision history</title>
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	<updated>2026-05-03T20:27:16Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://miniscript.org/w/index.php?title=How_to_do_simple_physics&amp;diff=519&amp;oldid=prev</id>
		<title>JoeStrout at 20:46, 4 May 2020</title>
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		<updated>2020-05-04T20:46:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 20:46, 4 May 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l52&quot; &gt;Line 52:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 52:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For another example, see the '''flappyBat''' demo in '''/sys/demo/'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For another example, see the '''flappyBat''' demo in '''/sys/demo/'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Mini Micro]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:How To]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>JoeStrout</name></author>
		
	</entry>
	<entry>
		<id>http://miniscript.org/w/index.php?title=How_to_do_simple_physics&amp;diff=518&amp;oldid=prev</id>
		<title>JoeStrout at 16:37, 4 May 2020</title>
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		<updated>2020-05-04T16:37:20Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 16:37, 4 May 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l49&quot; &gt;Line 49:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 49:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# When &amp;lt;c&amp;gt;self.y &amp;lt; 32&amp;lt;/c&amp;gt; (the object hits the ground), instead of setting &amp;lt;c&amp;gt;self.vy&amp;lt;/c&amp;gt; to zero, what if you set it to &amp;lt;c&amp;gt;abs(self.vy)&amp;lt;/c&amp;gt; (i.e. make it positive)?&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# When &amp;lt;c&amp;gt;self.y &amp;lt; 32&amp;lt;/c&amp;gt; (the object hits the ground), instead of setting &amp;lt;c&amp;gt;self.vy&amp;lt;/c&amp;gt; to zero, what if you set it to &amp;lt;c&amp;gt;abs(self.vy)&amp;lt;/c&amp;gt; (i.e. make it positive)?&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Try adding a thruster you can control, by adding this to the &amp;quot;update velocity&amp;quot; section: &amp;lt;c&amp;gt;if key.pressed(&amp;quot;space&amp;quot;) then self.vy = self.vy + 500*dt&amp;lt;/c&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Try adding a thruster you can control, by adding this to the &amp;quot;update velocity&amp;quot; section: &amp;lt;c&amp;gt;if key.pressed(&amp;quot;space&amp;quot;) then self.vy = self.vy + 500*dt&amp;lt;/c&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For another example, see the '''flappyBat''' demo in '''/sys/demo/'''.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>JoeStrout</name></author>
		
	</entry>
	<entry>
		<id>http://miniscript.org/w/index.php?title=How_to_do_simple_physics&amp;diff=517&amp;oldid=prev</id>
		<title>JoeStrout at 15:54, 4 May 2020</title>
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		<updated>2020-05-04T15:54:32Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 15:54, 4 May 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games often need simple Newtonian physics to make things move in a believable manner.  That basically means, objects have inertia and tend to stay in motion once they're in motion, affected by forces like gravity.  Examples include the ship and rocks in ''Asteroids'', the projectiles in any &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ballistic &lt;/del&gt;game, and even the characters in a platformer.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Games often need simple Newtonian physics to make things move in a believable manner.  That basically means, objects have inertia and tend to stay in motion once they're in motion, affected by forces like gravity.  Examples include the ship and rocks in ''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[https://en.wikipedia.org/wiki/Asteroids_(video_game) &lt;/ins&gt;Asteroids&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;'', the projectiles in any &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[https://en.wikipedia.org/wiki/Artillery_game artillery &lt;/ins&gt;game&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;, and even the characters in a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[https://en.wikipedia.org/wiki/Platform_game &lt;/ins&gt;platformer&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Fortunately, simple physics are easy to do!  The key concept is: in addition to the object's position, you must also keep track of its velocity.  This is normally done by adding two new properties, &amp;lt;c&amp;gt;vx&amp;lt;/c&amp;gt; and &amp;lt;c&amp;gt;vy&amp;lt;/c&amp;gt;, to your object.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Fortunately, simple physics are easy to do!  The key concept is: in addition to the object's position, you must also keep track of its velocity.  This is normally done by adding two new properties, &amp;lt;c&amp;gt;vx&amp;lt;/c&amp;gt; and &amp;lt;c&amp;gt;vy&amp;lt;/c&amp;gt;, to your object.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>JoeStrout</name></author>
		
	</entry>
	<entry>
		<id>http://miniscript.org/w/index.php?title=How_to_do_simple_physics&amp;diff=516&amp;oldid=prev</id>
		<title>JoeStrout: Created page with &quot;Games often need simple Newtonian physics to make things move in a believable manner.  That basically means, objects have inertia and tend to stay in motion once they're in mo...&quot;</title>
		<link rel="alternate" type="text/html" href="http://miniscript.org/w/index.php?title=How_to_do_simple_physics&amp;diff=516&amp;oldid=prev"/>
		<updated>2020-05-04T15:50:13Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Games often need simple Newtonian physics to make things move in a believable manner.  That basically means, objects have inertia and tend to stay in motion once they&amp;#039;re in mo...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Games often need simple Newtonian physics to make things move in a believable manner.  That basically means, objects have inertia and tend to stay in motion once they're in motion, affected by forces like gravity.  Examples include the ship and rocks in ''Asteroids'', the projectiles in any ballistic game, and even the characters in a platformer.&lt;br /&gt;
&lt;br /&gt;
Fortunately, simple physics are easy to do!  The key concept is: in addition to the object's position, you must also keep track of its velocity.  This is normally done by adding two new properties, &amp;lt;c&amp;gt;vx&amp;lt;/c&amp;gt; and &amp;lt;c&amp;gt;vy&amp;lt;/c&amp;gt;, to your object.&lt;br /&gt;
&lt;br /&gt;
* '''vx''' is the object's '''horizontal velocity''': how much its x position changes per second.&lt;br /&gt;
* '''vy''' is the object's '''vertical velocity''': how much its y position changes per second.&lt;br /&gt;
&lt;br /&gt;
If we were updating the position of our object once per second, we could just add &amp;lt;c&amp;gt;vx&amp;lt;/c&amp;gt; to its &amp;lt;c&amp;gt;x&amp;lt;/c&amp;gt; position, and &amp;lt;c&amp;gt;vy&amp;lt;/c&amp;gt; to its &amp;lt;c&amp;gt;y&amp;lt;/c&amp;gt; position.  But usually we're updating the screen much faster than that (typically 60 frames per second).  The time step (usually called &amp;lt;c&amp;gt;dt&amp;lt;/c&amp;gt;) is much smaller than 1 second, so the object won't move as far on each step.  We accomplish this by simply multiplying &amp;lt;c&amp;gt;vx&amp;lt;/c&amp;gt; and &amp;lt;c&amp;gt;vy&amp;lt;/c&amp;gt; by &amp;lt;c&amp;gt;dt&amp;lt;/c&amp;gt;, before adding them to &amp;lt;c&amp;gt;x&amp;lt;/c&amp;gt; and &amp;lt;c&amp;gt;y&amp;lt;/c&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
The code below loads a sprite in the center of the screen, initially stationary.  Then it falls due to gravity, until it hits the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ms&amp;gt;clear&lt;br /&gt;
gravity = 100  // acceleration, in pixels/sec^2&lt;br /&gt;
&lt;br /&gt;
obj = new Sprite&lt;br /&gt;
obj.image = file.loadImage(&amp;quot;/sys/pics/Block.png&amp;quot;)&lt;br /&gt;
display(4).sprites.push obj&lt;br /&gt;
obj.x = 480&lt;br /&gt;
obj.y = 320&lt;br /&gt;
obj.vx = 0&lt;br /&gt;
obj.vy = 0&lt;br /&gt;
&lt;br /&gt;
obj.update = function(dt=0.016)&lt;br /&gt;
	// update velocity (applying gravity)&lt;br /&gt;
	self.vy = self.vy - gravity * dt&lt;br /&gt;
&lt;br /&gt;
	// update position (applying velocity)&lt;br /&gt;
	self.x = self.x + self.vx * dt&lt;br /&gt;
	self.y = self.y + self.vy * dt&lt;br /&gt;
&lt;br /&gt;
	// apply any limits, collision checks, etc.&lt;br /&gt;
	if self.y &amp;lt; 32 then&lt;br /&gt;
		self.y = 32&lt;br /&gt;
		self.vy = 0&lt;br /&gt;
		self.vx = floor(self.vx / 2)&lt;br /&gt;
	end if&lt;br /&gt;
end function&lt;br /&gt;
&lt;br /&gt;
while true  // press control-C to exit&lt;br /&gt;
	obj.update&lt;br /&gt;
	yield&lt;br /&gt;
end while&amp;lt;/ms&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Things to try''': &lt;br /&gt;
&lt;br /&gt;
# Change the initial values of &amp;lt;c&amp;gt;vx&amp;lt;/c&amp;gt; and &amp;lt;c&amp;gt;vy&amp;lt;/c&amp;gt; to something other than zero.  What happens?  &lt;br /&gt;
# When &amp;lt;c&amp;gt;self.y &amp;lt; 32&amp;lt;/c&amp;gt; (the object hits the ground), instead of setting &amp;lt;c&amp;gt;self.vy&amp;lt;/c&amp;gt; to zero, what if you set it to &amp;lt;c&amp;gt;abs(self.vy)&amp;lt;/c&amp;gt; (i.e. make it positive)?&lt;br /&gt;
# Try adding a thruster you can control, by adding this to the &amp;quot;update velocity&amp;quot; section: &amp;lt;c&amp;gt;if key.pressed(&amp;quot;space&amp;quot;) then self.vy = self.vy + 500*dt&amp;lt;/c&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoeStrout</name></author>
		
	</entry>
</feed>