             worstSepV = sepV
 
         break if worstSepV > 0
-        @resolveVelocity worst, dt
+        worst.resolveVelocity dt
 
       @paused = true if @pauseOnContact
 

  broadPhaseCollisions: ->
    return [] if @bodies.length < 2

    @quad = new QuadTree [0, 0], [@sizeX, @sizeY]
    @quad.insert body, body.aabb() for body in @bodies

    pairs = []
    for body in @bodies

        for y in yOffsets
          bottomLeft = Vec.add [x, y], boundingBox[0]
          topRight   = Vec.add [x, y], boundingBox[1]
          found = _.uniq @quadtree.intersecting [bottomLeft, topRight]
          for candidate in found
            continue if candidate is body
            if Utils.aabbOverlap boundingBox, candidate.aabb(), [x, y]
