text: 
  
  /*
  	pos: {x, y}
  		in canvas pixels
  */
  
  function Fuel(game, pos){
  	this.pos = pos;
  	this.colliding = false;
  	this.isAlive = true;
  	this.hitbox = new Hitbox(
  		new Circle(
  			 c.graphics.fuelHeight/2
  			,this.pos.x
  			,this.pos.y
  		)
  	);
  	
  	var timeLast = performance.now();
  		
  	this.step = function(){
  		var timeNow = performance.now();
  		var timeDiff = timeNow - timeLast;
  		timeLast = timeNow;
  		
  		this.hitbox.moveTo(this.pos);
  		
  		this.collidesWith = [];
  		this.isColliding = false;
  		for(var other of game.players){
  			if(this.hitbox.intersects(other.hitbox)){
  				this.isColliding = true;
  				this.collidesWith.push(other);
  			}
  		}
  		
  		for(var other of game.fuels){
  			if(other != this){
  				if(this.hitbox.intersects(other.hitbox)){
  					this.isColliding = true;
  					this.collidesWith.push(other);
  				}
  			}
  		}
  		
  		for(var other of this.collidesWith){
  			var collisionVector = this.hitbox.getCollisionVector(other.hitbox);
  			this.pos.x += collisionVector.x * c.player.bounceSpeed*2 * (timeDiff/1000);
  			this.pos.y += collisionVector.y * c.player.bounceSpeed*2 * (timeDiff/1000);
  		}
  		
  		if(game.walls.intersects(this.hitbox.circles)){
  			this.isColliding = true;
  			
  			var collisionVector = game.walls.getCollisionVector(this.hitbox.circles);
  			this.pos.x += collisionVector.x * c.player.speed * (timeDiff/1000);
  			this.pos.y += collisionVector.y * c.player.speed * (timeDiff/1000);
  		}
  		
  	}
  }