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@@ -15,7 +15,6 @@ void Game::tick() {
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player.preTick();
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player.preTick();
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if(physicsToggle) {
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if(physicsToggle) {
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// forces from the player
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// forces from the player
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- std::cout << controller.a.getDownTime() << "\n";
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if(controller.a.isDown() && player.onGround) {
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if(controller.a.isDown() && player.onGround) {
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player.jumpTicks = 10;
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player.jumpTicks = 10;
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player.onGround = false;
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player.onGround = false;
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@@ -72,7 +71,6 @@ void Game::render(float lag, Renderer& r) const {
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.scale(1.0f, -1.0f)
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.scale(1.0f, -1.0f)
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.translateY(size.height)
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.translateY(size.height)
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.update();
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.update();
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-
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Vector2 pos = Utils::interpolate(player.lastPosition, player.position, lag);
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Vector2 pos = Utils::interpolate(player.lastPosition, player.position, lag);
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r.drawRectangle(pos, player.size, Color4(0xFF, 0x00, 0x00, 0xFF));
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r.drawRectangle(pos, player.size, Color4(0xFF, 0x00, 0x00, 0xFF));
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@@ -80,6 +78,7 @@ void Game::render(float lag, Renderer& r) const {
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r.setStringSize(2);
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r.setStringSize(2);
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StringBuffer<100> s("FPS: ");
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StringBuffer<100> s("FPS: ");
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s.append(fps.getUpdatesPerSecond()).append(" ");
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s.append(fps.getUpdatesPerSecond()).append(" ");
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+ s.append("%6.2f", tps.getUpdatesPerSecond()).append(" ");
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s.append(physicsToggle ? "Force Physics" : "Velocity Physics");
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s.append(physicsToggle ? "Force Physics" : "Velocity Physics");
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float y = 10.0f;
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float y = 10.0f;
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y = r.drawString(10.0f, y, s);
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y = r.drawString(10.0f, y, s);
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@@ -91,4 +90,4 @@ void Game::render(float lag, Renderer& r) const {
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bool Game::isRunning() const {
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bool Game::isRunning() const {
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return !controller.select.isDown();
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return !controller.select.isDown();
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-}
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+}
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