def __update_position__(self, dt): """ Based on the current L{Velocity<Actor.Actor.Velocity>} update L{Position<Actor.Actor.Position>}. Gravity is also applied during this call. @type dt: C{float} @param dt: Time in seconds since the last frame refresh. """ self.Velocity += (self.Map.gravity * dt) if self.Velocity.y > self._maxFallVel: self.Velocity = Vector((self.Velocity.x, self._maxFallVel)) Actor.__update_position__(self, dt)