consistent indentation
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@@ -11,28 +11,28 @@ function DebugUI()
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love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..math.floor(current_dt* 1000).."ms", 10*textScale, 0*textScale, 0, textScale)
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love.graphics.print(--[["CPUtime: "..checkCPUTime("total")..", CPU: "..(math.floor(checkCPUTime("get")*10000)/100).."%,]] "memoryUsage: "..memoryUsage.."kB", 10*textScale, 20*textScale, 0, textScale)
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love.graphics.setColor(1,1,1)
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-- lots of variables
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love.graphics.print("LoadedObjects",10*textScale,40*textScale, 0, textScale)
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love.graphics.setColor(1,1,1)
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-- lots of variables
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love.graphics.print("LoadedObjects",10*textScale,40*textScale, 0, textScale)
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local i = 1
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for k, v in pairs(LoadedObjects) do
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if type(v) == "table" then
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love.graphics.print("<"..k.."> ".. #v,10*textScale,(40+(10*i))*textScale, 0, textScale)
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love.graphics.print("<"..k.."> ".. #v,10*textScale,(40+(10*i))*textScale, 0, textScale)
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i = i + 1
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end
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end
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-- player isOnGroundCheck
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love.graphics.setColor(1,0,0)
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-- player isOnGroundCheck
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love.graphics.setColor(1,0,0)
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end
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function DebugColisions()
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love.graphics.setScale(game.scale)
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-- DrawColisionTable()
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LoadedObjects.DrawCollisions()
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love.graphics.setScale(game.scale)
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-- DrawColisionTable()
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LoadedObjects.DrawCollisions()
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end
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function DebugEntities()
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love.graphics.setScale(game.scale)
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love.graphics.setScale(game.scale)
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for _, particle in pairs(LoadedParticles) do
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particle:Debug()
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end
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