+ let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
+ let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
+ if lvl.grid.cells[x][y] {
+ self.vel += lvl.gravity;
+ if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
+ self.vel.y = 0.0;
+ self.vel.x *= 0.9;
+ }