private void logic(){
		if(g.getMain().keys[KeyEvent.VK_RIGHT]||g.getMain().keys[KeyEvent.VK_D]){velX+=2.0;}
		if(g.getMain().keys[KeyEvent.VK_LEFT]||g.getMain().keys[KeyEvent.VK_A]){velX-=2.0;}
		if((g.getMain().keys[KeyEvent.VK_UP]||g.getMain().keys[KeyEvent.VK_SPACE]||g.getMain().keys[KeyEvent.VK_W])&&isJumping==false){velY=-JUMPING_FORCE; isJumping=true;}
		this.precX += velX - (velX*Game.FRICTION)/2;
		this.precY += velY + Game.GRAVITY/2;
		this.x = (int)precX;
		this.y = (int)precY;
		this.velY += Game.GRAVITY;
		this.velX = velX*(1-Game.FRICTION);
	}