<commit_before>package luxe;

import luxe.Core;


#if haxebullet
    import luxe.physics.bullet.PhysicsBullet;
#end //haxebullet

#if nape
    import luxe.physics.nape.PhysicsNape;
    import luxe.Vector;
#end //nape


class Physics {


    #if haxebullet
        public var bullet : PhysicsBullet;
    #end //haxebullet

    #if nape
        public var nape : PhysicsNape;
    #end //nape

    public var core : Core;
    public var engines : Array<PhysicsEngine>;

        //how often to update
    public var fixed_rate (default,set) : Float = 1/60;
        //how many steps per update
    public var steps (default,set) : Int = 1;
        //how much is a single step. This is set from fixed_rate/steps
    public var step_size : Float = 1/60;

//Physics fixed updates
    @:noCompletion public var timer : haxe.Timer;

    public function new( _core:Core ) {

        core = _core;

    } //new

    public function init() {

        engines = [];

        #if haxebullet
            bullet = add_engine(PhysicsBullet);
        #end //haxebullet

        #if nape
            nape = add_engine(PhysicsNape);
        #end //nape
<commit_msg>Physics; fixing code for new snow timer class<commit_after>package luxe;

import luxe.Core;
import luxe.Vector;
import snow.utils.Timer;

#if haxebullet
    import luxe.physics.bullet.PhysicsBullet;
#end //haxebullet

#if nape
    import luxe.physics.nape.PhysicsNape;
#end //nape


class Physics {


    #if haxebullet
        public var bullet : PhysicsBullet;
    #end //haxebullet

    #if nape
        public var nape : PhysicsNape;
    #end //nape

    public var core : Core;
    public var engines : Array<PhysicsEngine>;

        //how often to update
    public var fixed_rate (default,set) : Float = 1/60;
        //how many steps per update
    public var steps (default,set) : Int = 1;
        //how much is a single step. This is set from fixed_rate/steps
    public var step_size : Float = 1/60;

//Physics fixed updates
    @:noCompletion public var timer : Timer;

    public function new( _core:Core ) {

        core = _core;

    } //new

    public function init() {

        engines = [];

        #if haxebullet
            bullet = add_engine(PhysicsBullet);
        #end //haxebullet

        #if nape
            nape = add_engine(PhysicsNape);
        #end //nape

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