ItemComponent GUIFrames, functional steering, radar, separate power and signals, improved d.gz, tweak swimming

This commit is contained in:
Regalis
2015-06-29 23:51:01 +03:00
parent 004608acd8
commit b493ed2b39
42 changed files with 473 additions and 182 deletions
+8 -8
View File
@@ -264,15 +264,15 @@ namespace Subsurface
public static void Draw(float deltaTime, SpriteBatch spriteBatch, Camera cam)
{
spriteBatch.DrawString(font,
"FPS: " + (int)Game1.frameCounter.AverageFramesPerSecond
+ " - render: " + Game1.renderTimeElapsed,
new Vector2(10, 10), Color.White);
//spriteBatch.DrawString(font,
// "FPS: " + (int)Game1.frameCounter.AverageFramesPerSecond
// + " - render: " + Game1.renderTimeElapsed,
// new Vector2(10, 10), Color.White);
spriteBatch.DrawString(font,
"Physics: " + Game1.world.UpdateTime
+ " - bodies: " + Game1.world.BodyList.Count,
new Vector2(10, 30), Color.White);
//spriteBatch.DrawString(font,
// "Physics: " + Game1.world.UpdateTime
// + " - bodies: " + Game1.world.BodyList.Count,
// new Vector2(10, 30), Color.White);
if (Character.Controlled != null && cam!=null) Character.Controlled.DrawHud(spriteBatch, cam);