function DebugUI() for _, light in pairs(Lights) do love.graphics.print(light.pos.x,light.pos.x,light.pos.y) love.graphics.print(light.pos.y,light.pos.x,light.pos.y+20) love.graphics.print(light.pos.x,light.pos.x,light.pos.y+40) end love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..math.floor(current_dt* 1000).."ms", 10*textScale, 0*textScale, 0, textScale) love.graphics.setColor(1,1,1) -- lots of variables love.graphics.print("[main_Player]",10*textScale,40*textScale, 0, textScale) love.graphics.print("position: {"..main_Player.pos.x..", "..main_Player.pos.y.."}",10*textScale,60*textScale, 0, textScale) love.graphics.print("velocity: {"..main_Player.vel.x..", "..main_Player.vel.y.."}",10*textScale,80*textScale, 0, textScale) love.graphics.print("scale: {"..main_Player.sprite_scale.x..", "..main_Player.sprite_scale.y.."}",10*textScale,100*textScale, 0, textScale) love.graphics.print("states: \"isOnGround\": "..tostring(main_Player.isOnGround),10*textScale,120*textScale, 0, textScale) love.graphics.print("[Camera]",10*textScale,160*textScale, 0, textScale) love.graphics.print("position: {"..Camera.pos.x..", "..Camera.pos.y.."}",10*textScale,180*textScale, 0, textScale) love.graphics.print("size: {"..Camera.width..", "..Camera.height.."}",10*textScale,200*textScale, 0, textScale) love.graphics.print(textScale,10*textScale,240*textScale, 0, textScale) love.graphics.print("Level: "..levelNum.." / "..#levelList.." \""..currLevel.."\"",10*textScale,260*textScale, 0, textScale) -- player isOnGroundCheck love.graphics.setColor(1,0,0) end function DebugColisions() objects.DrawCollisions() end function DebugEntities() for _, enty in pairs(LoadedEntities) do -- draw center GREEN love.graphics.setColor(0,1,0) love.graphics.circle("fill", -Camera.pos.x + enty.pos.x, -Camera.pos.y + enty.pos.y, 1) -- draw collision box PURPLE love.graphics.setColor(1,0,1) love.graphics.rectangle( "line", -Camera.pos.x + enty.pos.x + enty.boxCollision.from.x, -Camera.pos.y + enty.pos.y + enty.boxCollision.from.y, -Camera.pos.x + enty.pos.x + enty.boxCollision.to.x -(-Camera.pos.x + enty.pos.x + enty.boxCollision.from.x), -Camera.pos.y + enty.pos.y + enty.boxCollision.to.y -(-Camera.pos.y + enty.pos.y + enty.boxCollision.from.y) ) end end