local gravityModule = {} function gravityModule.motion(dt) gravity(dt) end function gravity(dt) if character.bola.jump.velocity ~= 0 then character.bola.position.y = character.bola.position.y + (character.bola.jump.velocity * dt) character.bola.jump.velocity = character.bola.jump.velocity - (character.bola.gravity * dt) end if character.bola.position.y > character.bola.jump.ground then character.bola.jump.velocity = 0 character.bola.position.y = character.bola.jump.ground character.bola.jump.higher = character.bola.jump.higherMax end end return gravityModule