public void calculateGravity()
{
List<GameObject> objectsG = MatchConfig.map.getGravityObjects();
float G = MatchConfig.gravityConstant;
foreach (GameObject ob in objectsG)
{
if(!ob.Equals(this))
{
speedX += (float)((G * ob.mass) / Math.Pow(this.x - ob.x, 2));
speedY += (float)((G * ob.mass) / Math.Pow(this.y - ob.y, 2));
}
}
}