@@ -125,26 +125,30 @@ LevelScene::LevelScene()

void LevelScene::processPhysics(float ticks)
{
//Iterate
//Iterate layer movement
layers.processMoving(uTickf);

//Iterate playable characters
for(LVL_PlayersArray::iterator it=players.begin(); it!=players.end(); it++)
{
LVL_Player*plr=(*it);
plr->iterateStep(ticks);
plr->_syncPosition();
}
//Iterate activated NPCs
for(int i=0;i<active_npcs.size();i++)
{
active_npcs[i]->iterateStep(ticks);
active_npcs[i]->_syncPosition();
}

//Collide!
//Process collision check and resolving for playable characters
for(LVL_PlayersArray::iterator it=players.begin(); it!=players.end(); it++)
{
LVL_Player*plr=(*it);
plr->updateCollisions();
}

//Process collision check and resolving for activated NPC's
for(int i=0;i<active_npcs.size();i++)
{
active_npcs[i]->updateCollisions();