export declare const PHYSICS_BASE_ACCELERATION = 0.26272; export declare const PHYSICS_DRAG = 0.019596; /** until i figure out a better way to get the deceleration right */ export declare const PHYSICS_DECELERATION_DRAG: number; /** * This equation is used to figure out the end position of the player (horizontally) given * their current velocity and x position. The base acceleration and drag are set to their default * values. * @param time The primary thing that changes - how much time to simulate moving the player for. * @param x The current x position of the player * @param xVelocity The current x velocity of the player (found via `velocity_after`) * @param drag The drag (affects how fast the player gets slowed down - would be used for ice blocks) * @param acceleration The acceleration (affects how fast the player speeds up - would be used for speed effect) */ export declare function position_after(time: number, x: number, xVelocity: number, accelMultiplier: number, drag?: number, acceleration?: number): number; /** * This equation is used to figure out the end velocity of the player (horizontally) given * their current velocity and x position. The base acceleration and drag are set to their default * values. * * On a physics/math note, this is just the derivative of `position_at`. * @param time The primary thing that changes - how much time to simulate moving the player for. * @param x The current x position of the player * @param xVelocity The current x velocity of the player (found via `velocity_after`) * @param drag The drag (affects how fast the player gets slowed down - would be used for ice blocks) * @param baseAcceleration The acceleration (affects how fast the player speeds up - would be used for speed effect) */ export declare function velocity_after(time: number, x: number, xVelocity: number, accelMultiplier: number, drag?: number, acceleration?: number): number;