func (p *Physics) VehicleBounding(v *state.Vehicle) {
	shouldStop := v.X < 0

	if shouldStop {
		v.X = 2
	}

	if v.Y < 0 {
		shouldStop = true
		v.Y = 2
	}

	if v.Y > p.WorldHeight {
		shouldStop = true
		v.Y = p.WorldHeight - 2
	}
	if v.X > p.WorldWidth {
		shouldStop = true
		v.X = p.WorldWidth - 2
	}
	if shouldStop {
		v.Velocity = 0
	}

}
func (p *Physics) RespawnVehicle(v *state.Vehicle, g state.GameState) bool {
	if !v.IsAlive {
		if time.Now().After(v.TimeDestroyed.Add(p.VehicleRespawn)) {
			v.IsAlive = true
			loc := p.findSpace(v.Sized, g)
			v.Y = loc.Y
			v.X = loc.X
			v.Angle = 0
			v.CurrentHealth = v.MaxHealth
			v.ActivePowerup = NO_POWERUP
			v.StoredPowerup = NO_POWERUP
		}
	}
	return false
}
func (p *Physics) MoveVehicle(vehicle *state.Vehicle, duration time.Duration) {
	x, y := p.move2d(vehicle.X, vehicle.Y, vehicle.Angle, vehicle.Velocity, duration)

	vehicle.X = x
	vehicle.Y = y
}