public void update(long deltaTime) { timePassed += deltaTime; // Objektet lever bara i 5 sekunder if (timePassed >= 5000) { PhysicsEngine.getPhysicsEngine().getCollisionObjects().remove(this); PhysicsEngine.getPhysicsEngine().removePhysicsObject(this); Renderer.getRenderer().getSprites().remove(sprite); Renderer.getRenderer().getSprites().remove(shadow); gameListener.setUpdateCollidables(true); } if (!gravity) { shadow.setXPos(xPos + 5); shadow.setYPos(yPos + 5); } else { if (shadow.getYPos() >= landingY + 5) shadow.setYPos(landingY + 5); else shadow.setYPos(shadow.getYPos() + yVel * 3 * (deltaTime / 1000.0)); xPos += (xVel * (deltaTime / 1000.0)); yPos += (yVel * (deltaTime / 1000.0)); xVel += (-1 * (xVel / 100)); if (yPos > landingY) { yPos = landingY; this.setGravity(false); xVel = 0; yVel = 0; } } boundingBox.setLocation((int) (xPos), (int) (yPos)); if (sprite != null) sprite.updatePos(xPos, yPos); }