Time problem

Hey i have a Timer and Clock struct and try to implement a timer.

The Clock just returns the seconds elapsed from start to the Time that does the calculation.

I have created 2 Timers where i set the first to 1.0f startTime and the second to like 5.0f or 10000.0f start time.

My problem is that the timers dont count down synchronous if they have different start times. I checked in the debbuger that the floating points changed differently and there four when i cast them to (int) they dont always loose time at the same rate.

The timers do work if they have the same start value.

any ideas how to solve this?

Clock:

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struct Clock
{
	double startTime;
	double endTime;
	double dt_s;
	double dt_ms;

	char txt_CountDown[100];

	double timeSinceStart()
	{
		return startTime;
	}

	double getMiliSeconds()
	{
		return dt_ms;
	}
	double getSeconds()
	{
		return dt_s;
	}
	
	void start()
	{
		dt_s = startTime - endTime;
		dt_ms = dt_s * 1000.0f;
		endTime = startTime;
		startTime = glfwGetTime();
	}
};



Timer:

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struct Timer
{
	float startTime = 0;
	float timeLeft = 0;
	float timePassed = 0;
	int waitBreak = 50;

	void SetStartTime(float in_startTime)
	{
		startTime = in_startTime + 0.999f;
	}

	void Begin(double in_timePassed)
	{

		if(timeLeft < 0.001f)
		{
			timeLeft = startTime;
		}
		else
		{
			timeLeft -= in_timePassed;
		}

	}
	void Reset()
	{
		timeLeft = startTime;
	}

};



code excerpts from main.cpp :

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        ...... Line 532
	Timer timer1 = {};
	Timer timer2 = {};
	timer1.SetStartTime(1.0f);
	timer2.SetStartTime(5.0f);

	while(!glfwWindowShouldClose(window) && running) 
	{
        	
		clock.start();

                ...... Line 750
	        char txt_timer1[50] = {};
		char txt_timer2[50] = {};
		char txt_PlayerTurn[50] = {};
		char txt_PlayerInfo[50] = {};
		static i32 playerTurn = 1;

		timer1.Begin(clock.getSeconds());
		timer2.Begin(clock.getSeconds());
                
                ..... Line 787
	        sprintf(txt_timer1, 			"Time1 Left: %d", 	(i32)timer1.timeLeft);
	        sprintf(txt_timer2, 			"Time2 Left: %d", 	(i32)timer2.timeLeft);

            
	        printText(BCD, gameBuffer, &currTxtIndex, 		0.0f, 100.0f, 1.0f, txt_timer1, color4f(1.0f, 1.0f, 1.0f, 1.0f));
		printText(BCD, gameBuffer, &currTxtIndex, 		0.0f, 150.0f, 1.0f, txt_timer2, color4f(1.0f, 1.0f, 1.0f, 1.0f));

        }


Full code from main.cpp :

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#include "glad\glad.c"
#include "GLFW\glfw3.h"

#include <stdio.h>
#include <time.h>
#include <math.h>
#include <errno.h>
#include <stdint.h>

// 1 byte = 8 bits 		1111 1111
// 1 signed byte (char)
typedef int8_t 		i8;
// 1 unsigned byte (unsigned char)
typedef uint8_t 	u8;

// 2 signed bytes (short) 	1111 1111 1111 1111
typedef int16_t 	i16;
// 2 unsigned bytes (unsigned short) 
typedef uint16_t 	u16;

// 4 signed bytes (int) 	1111 1111 1111 1111	1111 1111 1111 1111
typedef int32_t 	i32;
// 4 unsigned bytes (unsigned int)
typedef uint32_t 	u32;

// 8 signed bytes (long long) 	1111 1111 1111 1111	1111 1111 1111 1111 	1111 1111 1111 1111	1111 1111 1111 1111
typedef int64_t 	i64;
// 8 unsigned bytes (unsigned long long)
typedef uint64_t 	u64;

#define STB_TRUETYPE_IMPLEMENTATION
#include "include\stb_truetype.h"

#define STB_IMAGE_IMPLEMENTATION
#include "include\stb_image.h"

#include <CJGL_Input.h>
#include "include\CJ_Structs.h"
#include "include\CJ_GameBuffer.h"
#include "include\CJ_Window.h"
#include "include\CJ_Shader.h"
#include "include\CJ_Defines.h"


GLenum err;
bool running = true;

struct GameObject
{
	float x;
	float y;
	float w;
	float h;

	u32 renderIndex;

	CJ_Vector2f texDiv;
	CJ_Vector2f texFrag;

	CJ_Vector4f solidColor;

	void init(float in_x, float in_y, float in_w, float in_h) 
	{
		x = in_x;
		y = in_y;
		w = in_w;
		h = in_h;
	}
};

#include "include\CJ_FuncDecl.h"
#include "include\CJ_FuncDef.h"

struct Player
{
	char txt_Territories[50] = {};
	char txt_Tanks[50] = {};
	char txt_GoldCollector[50] = {};
	char txt_Barracks[50] = {};

	i32 Territories = 0;
	i32 Tanks = 0;
	i32 GoldCollector = 0;
	i32 Barracks = 0;



};
void writer(int *cursor, char *input, int textBufferSize)
{
	// Upper case Chars, not using tolower();
	for(int character = 0; character <= 512; character++)
	{
		if(keyPressed[character] && keyPressed[LEFT_SHIFT])
		{
			if((int)isPressed[character] == 0)
			{
				if(*cursor < textBufferSize)
				{
					if(keyPressed[SPACEBAR])
					{
						input[*cursor] = ' ';
						++*cursor;
					}
					else if(keyPressed[BACKSPACE])
					{
						if(*cursor > 0)
						{
							*cursor = *cursor - 1;
							input[*cursor] = ' ';
						}
					}
					else if(keyPressed[UP_ARROW])
					{
					}
					else if(keyPressed[DOWN_ARROW])
					{
					}
					else if(keyPressed[LEFT_ARROW])
					{
					}
					else if(keyPressed[RIGHT_ARROW])
					{
					}
					else
					{
						input[*cursor] = (char)character;
						++*cursor;
					}
				}

				isPressed[character] = 1;
			}
		}
		// Same code as above but with tolower((char)character); for lower case chars.
		else if(keyPressed[character])
		{
			if((int)isPressed[character] == 0)
			{
				if(*cursor < textBufferSize)
				{
					if(keyPressed[SPACEBAR])
					{
						input[*cursor] = ' ';
						++*cursor;
					}
					else if(keyPressed[BACKSPACE])
					{
						if(*cursor > 0)
						{
							*cursor = *cursor - 1;
							input[*cursor] = ' ';
						}
					}
					else if(keyPressed[UP_ARROW])
					{
					}
					else if(keyPressed[DOWN_ARROW])
					{
					}
					else if(keyPressed[LEFT_ARROW])
					{
					}
					else if(keyPressed[RIGHT_ARROW])
					{
					}
					else
					{
						input[*cursor] = tolower((char)character);
						++*cursor;
					}
				}

				isPressed[character] = 1;
			}

		}
		else
		{
			isPressed[character] = 0;
		}

	}
}




int main()
{
	printf("GROUND_TILE_FIRST: %d\n", GROUND_TILE_FIRST);
	printf("GROUND_TILE_LAST: %d\n", GROUND_TILE_LAST);
	printf("TEXT_FIRST: %d\n", TEXT_FIRST);
	printf("TEXT_LAST: %d\n", TEXT_LAST);
	printf("SELECT_MENU_FIRST: %d\n", SELECT_MENU_FIRST);
	printf("SELECT_MENU_LAST: %d\n", SELECT_MENU_LAST);

	printf("char: %d\n", 		sizeof(char));
	printf("short: %d\n",	 	sizeof(short));
	printf("int: %d\n",  	   	sizeof(int));
	printf("long long: %d\n", 	sizeof(long long));

	printf("i8: %d\n",  sizeof(i8));
	printf("i16: %d\n", sizeof(i16));
	printf("i32: %d\n", sizeof(i32));
	printf("i64: %d\n", sizeof(i64));


	srand(time(NULL));
	

	// SET LAST PARAMETER TO 1 FOR FULLSCREN
	GLFWwindow *window = windowSetup(SCR_WIDTH, SCR_HEIGHT, "BoardGame", 0);

	unsigned int shaderProgram 		= compileShaderProgram("shader\\vertexShader.glsl", "shader\\fragmentShader.glsl");
	unsigned int textShaderProgram 		= compileShaderProgram("shader\\vertexShader.glsl", "shader\\textFS.glsl");
	unsigned int solidColorRectProgram 	= compileShaderProgram("shader\\vertexShader.glsl", "shader\\solidColorFS.glsl");

	VBOBundle vboB = {};

	GLfloat MAIN_GAMEBUFFER[NUMOBJECTS * 16] = {};

	GLuint indexBuffer[NUMOBJECTS * 6] = {};

	//0, 1, 2, 2, 3, 0    4, 5, 6, 6, 7, 4

	for(int i = 0; i < NUMOBJECTS; i++)
	{
		indexBuffer[0 + i * 6] = i * 4 + 0;
		indexBuffer[1 + i * 6] = i * 4 + 1;
		indexBuffer[2 + i * 6] = i * 4 + 2;
		indexBuffer[3 + i * 6] = i * 4 + 2;
		indexBuffer[4 + i * 6] = i * 4 + 3;
		indexBuffer[5 + i * 6] = i * 4 + 0;
	}

	glGenVertexArrays(1, &vboB.VAO);
	glGenBuffers(1, &vboB.posVBO);
	glGenBuffers(1, &vboB.colVBO);
	glGenBuffers(1, &vboB.texVBO);
	glGenBuffers(1, &vboB.IBO);

	glBindVertexArray(vboB.VAO);

	glBindBuffer(GL_ARRAY_BUFFER, vboB.posVBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(MAIN_GAMEBUFFER), 0, GL_STREAM_DRAW);

	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);

	glBindBuffer(GL_ARRAY_BUFFER, vboB.colVBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(MAIN_GAMEBUFFER), 0, GL_DYNAMIC_DRAW);

	glEnableVertexAttribArray(3);
	glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);

	glBindBuffer(GL_ARRAY_BUFFER, vboB.texVBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(MAIN_GAMEBUFFER), 0, GL_DYNAMIC_DRAW);

	glEnableVertexAttribArray(7);
	glVertexAttribPointer(7, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
	
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboB.IBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexBuffer), indexBuffer, GL_STATIC_DRAW);

	GameBuffer gameBuffer[NUMOBJECTS] = {};
	for(int i = 0; i < NUMOBJECTS; i++)
	{
		gameBuffer[i].bufferIndex = i;
	}

	// LOADING TEXTURE FILES
	u8 *data[10] = {};
	TextureInfo textureInfo[10] = {};
	textureInfo[0].filePath = "..\\assets\\mount.bmp";
	textureInfo[1].filePath = "..\\assets\\myPng.png";
	textureInfo[2].filePath = "..\\assets\\Bases.png";
	
	for(int i = 0; i < 3; i++)
	{
		loadTextures(&textureInfo[i], &data[i]);
	}

	stbtt_bakedchar BCD[96] = {};
	unsigned char fontBuffer[30000000] = {};
	const float fontMapWidth  = SCR_WIDTH;
	const float fontMapHeight = 200;
	unsigned char fontData[SCR_WIDTH*SCR_HEIGHT] = {};

//	FILE *hFontFile = fopen("C:\\windows\\fonts\\times.ttf", "rb");
	FILE *hFontFile = fopen("C:\\windows\\fonts\\cour.ttf", "rb");
//	FILE *hFontFile = fopen("C:\\CJ_FONTS\\FFF_Tusj.ttf", "rb");
	if(!hFontFile)
	{
		printf("fail open file\n");
	}

	fread(fontBuffer, 1, sizeof(fontBuffer), hFontFile);
	stbtt_BakeFontBitmap(fontBuffer, 0, 24.0f, fontData, fontMapWidth, fontMapHeight, 32, 126, BCD);

	fclose(hFontFile);
	
	// LOADING TEXTURE ID'S
	GLuint textureID[10] = {};
	for(int i = 0; i < 10; i++)
	{
		glGenTextures(1, &textureID[i]);
	}


	glBindTexture(GL_TEXTURE_2D, textureID[0]);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureInfo[0].width, textureInfo[0].height, 0, GL_RGB, GL_UNSIGNED_BYTE, data[0]);
	glGenerateMipmap(GL_TEXTURE_2D);

	glBindTexture(GL_TEXTURE_2D, textureID[1]);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureInfo[1].width, textureInfo[1].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data[1]);
	glGenerateMipmap(GL_TEXTURE_2D);

	glBindTexture(GL_TEXTURE_2D, textureID[2]);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, fontMapWidth, fontMapHeight, 0, GL_RED, GL_UNSIGNED_BYTE, fontData);

	glBindTexture(GL_TEXTURE_2D, textureID[3]);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureInfo[2].width, textureInfo[2].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data[2]);
	glGenerateMipmap(GL_TEXTURE_2D);



	stbi_image_free(data[0]);
	stbi_image_free(data[1]);
	stbi_image_free(data[2]);

	double mouseCurPosX = 0;
	double mouseCurPosY = 0;
	char DEBUGMouseCurPos[220] = {};
	char DEBUGFramTime[220] = {};
	char DEBUGWindowDim[220] = {};
	char DEBUGTimeSinceStart[220] = {};
	float *pPosData = 0;
	float *pColData = 0;
	float *pTexData = 0;
	int winWidth = 0;
	int winHeight = 0;
	int winX = 0;
	int winY = 0;
	int iColorLoc = glGetUniformLocation(shaderProgram, "iColorData");
	int winDimLoc = glGetUniformLocation(shaderProgram, "windowDimensions");
	int textWinDimLoc = glGetUniformLocation(textShaderProgram, "windowDimensions");
	int solidColWindDimLoc = glGetUniformLocation(solidColorRectProgram, "windowDimensions");
	float textX = 0.0f;

	gameBuffer[GROUND_MAP].createRect(0.0f, 0.0f, SCR_WIDTH * 1, SCR_HEIGHT * 1);
	gameBuffer[GROUND_MAP].setTextureDivision(1.0f, 1.0f);
	gameBuffer[GROUND_MAP].pickTextureFragment(0.0f, 0.0f);
	gameBuffer[GROUND_MAP].setSolidColor(1.0f, 1.0f, 1.0f, 0.5f); 


	for ( int y = 0; y < NUMTILES_16_y; y++)
	{
		for ( int x = 0; x < NUMTILES_16_x; x++)
		{
			static int index = 0;
			gameBuffer[GROUND_TILE_FIRST + index].createRect(0.0f + x * TILE_WIDTH, 0.0f +  y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
			gameBuffer[GROUND_TILE_FIRST + index].setTextureDivision(14.0f, 1.0f);
			gameBuffer[GROUND_TILE_FIRST + index].pickTextureFragment(3.0f, 0.0f);
			gameBuffer[GROUND_TILE_FIRST + index].setSolidColor(1.0f, 1.0f, 1.0f, 1.0f);
			index++;
		}
	}

	gameBuffer[SELECT_MENU_FIRST].createRect(0.0f, 0.0f, 100.0f, 100.0f);
	gameBuffer[SELECT_MENU_FIRST].setTextureDivision(14.0f, 1.0f);
	gameBuffer[SELECT_MENU_FIRST].pickTextureFragment(0.0f, 0.0f);
	gameBuffer[SELECT_MENU_FIRST].setSolidColor(1.0f, 1.0f, 1.0f, 1.0f); 

	float texPosX = 0.0f;
	float texPosY = 0.0f;

	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	Clock clock = {};
	int MENU_STATE = MENU_STATE_MAIN;

	// Store the index range for the text quads
	textIndexRange DBGStartGametxt = {};
	textIndexRange DBGWinDim = {};
	textIndexRange DBGMouseCur = {};

	int rect1 = 10000;
	int rect1MovX = 0.0f;
	int rect1MovY = 0.0f;
	int rect2 = 10001;
	int rect2MovX = 0.0f;
	int rect2MovY = 0.0f;

	gameBuffer[rect1].createRect(0.0f, 0.0f, 100.0f, 200.0f);
	gameBuffer[rect1].setSolidColor(1.0, 0.0f, 0.0f, 1.0f);
	gameBuffer[rect2].createRect(600.0f, 600.0f, 100.0f, 100.0f);
	gameBuffer[rect2].setSolidColor(0.0, 1.0f, 0.0f, 1.0f);
	
	mapObject(rect1, rect2, vboB, gameBuffer);  

	char txt_ENTER[200] = {};
	char txt_INPUT[200] = {};
	int txt_CURSOR = 0;
	int textBufferSize = 200;

	bool pressed = false;
	char trueSTATE[10] = "false";


	int stateOfTheGame 	= 0;
	const int mainMenu 	= 1;
	const int newGame 	= 2;
	const int sandBox 	= 9;
	stateOfTheGame = mainMenu;
	

	GameObject mainBase[2] = {};
	GameObject smallBase[9] = {};
	GameObject road[14] = {};
	GameObject rightSideMenu = {};
	GameObject rightSideMenuCollisionRect[2] = {};

	Player player[2] = {};


	mainBase[0].init(200.0f, 450.f, 128.0f, 128.0f);
	mainBase[0].texDiv 	= cj_vec2f(8.0f, 16.0f);
	mainBase[0].texFrag 	= cj_vec2f(0.0f, 2.0f);

	mainBase[1].init(SCR_WIDTH - (128.0f + 200.0f), 450.f, 128.0f, 128.0f);
	mainBase[1].texDiv 	= cj_vec2f(8.0f, 16.0f);
	mainBase[1].texFrag 	= cj_vec2f(0.0f, 3.0f);


	i32 increment = 0;
	
	for(i32 i = 0; i < 3; i++)
	{
		smallBase[i].init((mainBase[0].x + mainBase[0].w) * 1.7, 200.0f + (increment * 280.0f), 64.0f, 64.0f);
		smallBase[i].texDiv = cj_vec2f(8.0f, 16.0f);
		smallBase[i].texFrag = cj_vec2f(0.0f, 0.0f);

		increment++;
	}
	increment = 0;

	for(i32 i = 3; i < 6; i++)
	{
		smallBase[i].init((mainBase[0].x + mainBase[0].w) * 2.8, 200.0f + (increment * 280.0f), 64.0f, 64.0f);
		smallBase[i].texDiv = cj_vec2f(8.0f, 16.0f);
		smallBase[i].texFrag = cj_vec2f(0.0f, 0.0f);

		increment++;
	}
	increment = 0;

	for(i32 i = 6; i < 9; i++)
	{
		smallBase[i].init((mainBase[0].x + mainBase[0].w) * 3.9f, 200.0f + (increment * 280.0f), 64.0f, 64.0f);
		smallBase[i].texDiv = cj_vec2f(8.0f, 16.0f);
		smallBase[i].texFrag = cj_vec2f(0.0f, 0.0f);

		increment++;
	}
	increment = 0;

	for(i32 i = 0; i < 3; i++)
	{
		road[i].init((mainBase[0].x + mainBase[0].w)  + 100.0f, 270.0f + (increment * 160.0f), 40.0f, 165.0f);
		road[i].texDiv = cj_vec2f(16.0f, 8.0f);            
		road[i].texFrag = cj_vec2f(2.0f, 0.0f);            

		increment++;                                       
	}                                                          
	increment = 0;                                             
                                                                   
	for(i32 i = 3; i < 6; i++)                                 
	{                                                          
		road[i].init((smallBase[0].x + smallBase[0].w) + 130.0f, (smallBase[increment].y) - (smallBase[increment].w/1.3), 40.0f, 165.0f);
		road[i].texDiv = cj_vec2f(16.0f, 8.0f);
		road[i].texFrag = cj_vec2f(2.0f, 0.0f);

		increment++;
	}
	increment = 0;

	for(i32 i = 6; i < 9; i++)
	{
		road[i].init((smallBase[4].x + smallBase[4].w) + 130.0f, (smallBase[increment].y) - (smallBase[increment].w/1.3), 40.0f, 165.0f);
		road[i].texDiv = cj_vec2f(16.0f, 8.0f);
		road[i].texFrag = cj_vec2f(2.0f, 0.0f);

		increment++;
	}
	increment = 0;

	for(i32 i = 9; i < 12; i++)
	{
		road[i].init(mainBase[1].x - road[0].h/1.3, 270.0f + (increment * 160.0f), 40.0f, 165.0f);
		road[i].texDiv = cj_vec2f(16.0f, 8.0f);
		road[i].texFrag = cj_vec2f(2.0f, 0.0f);

		increment++;
	}

	rightSideMenu.init(SCR_WIDTH - 64.0f, 0.0f, 64.0f, SCR_HEIGHT - 300.0f);
	rightSideMenu.texDiv = cj_vec2f(16.0f, 2.0f);
	rightSideMenu.texFrag = cj_vec2f(11.0f, 1.0f);

	rightSideMenuCollisionRect[0].init(SCR_WIDTH - 64.0f, 0.0f, 64.0f, SCR_HEIGHT);
	rightSideMenuCollisionRect[1].init(SCR_WIDTH - (5.0f * 64.0f), 0.0f, 64.0f, SCR_HEIGHT);

	increment = 0;
	i32 menuOut = 0;

	Timer timer1 = {};
	Timer timer2 = {};
	timer1.SetStartTime(1.0f);
	timer2.SetStartTime(5.0f);

	while(!glfwWindowShouldClose(window) && running) 
	{
        	int currTxtIndex = TEXT_FIRST; 
		clock.start();


		glfwGetWindowSize(window, &winWidth, &winHeight);

		glUseProgram(shaderProgram);
		glUniform2f(winDimLoc, (float)winWidth, (float)winHeight);

		glUseProgram(textShaderProgram);
		glUniform2f(textWinDimLoc, (float)winWidth, (float)winHeight);

		glUseProgram(solidColorRectProgram);
		glUniform2f(solidColWindDimLoc, (float)winWidth, (float)winHeight);

		glClearColor(0.0f, 0.08f, 0.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		checkInput(window);
		glfwGetCursorPos(window, &mouseCurPosX, &mouseCurPosY);

		sprintf(DEBUGWindowDim, "Window Dimensions: %d/%d", winWidth, winHeight);
		sprintf(DEBUGMouseCurPos, "MouseCursor: %d/%d", (int)mouseCurPosX, (int)mouseCurPosY);
		sprintf(DEBUGFramTime, "miliSecs/frame: %0.2f", clock.getMiliSeconds());
		sprintf(DEBUGTimeSinceStart, "Time Since Start: %0.2fs", clock.timeSinceStart());

		glViewport(0.0f, 0.0f, winWidth, winHeight);


		if(mouseCurPosX >= winWidth - 1)
		{
			winX -= 10;
		}
		if(mouseCurPosY >= winHeight - 1)
		{
			winY += 10;
		}
		if(mouseCurPosX <= 1)
		{
			winX += 10;
		}
		if(mouseCurPosY <= 1)
		{
			winY -= 10;
		}

		if(winX >= 30.0f)
		{
			winX = 29.0f;
		}
	       	if(winX <= -400.0f)
		{
			winX = -399.0f;
		}
		if(winY >= 30.0f)
		{
			winY = 29.0f;
		}
	       	else if(winY <= -30.0f)
		{
			winY = -29.0f;
		}
		
		

		switch(stateOfTheGame)
		{ 
			// MAINMENU
			case mainMenu:
			{
				if(keyPressed[ESC])
				{
					if(isPressed[ESC] == 0)
					{
						running = false;
						isPressed[ESC] = 1;
					}

				}
				else
				{
					isPressed[ESC] = 0; 
				}

				if(keyPressed['S'])
				{
					stateOfTheGame = sandBox;
				}

				clearTextBuffer(gameBuffer);

				DBGStartGametxt 	  = printText(BCD, gameBuffer, &currTxtIndex, winWidth/2.5f, 400.0f, 1.0f, "START GAME", color4f(1.0f, 1.0f, 1.0f, 1.0f));
				textIndexRange DBGSandBox = printText(BCD, gameBuffer, &currTxtIndex, winWidth/2.5f, 450.0f, 1.0f, "SANDBOX", color4f(1.0f, 1.0f, 1.0f, 1.0f));
				printText(BCD, gameBuffer, &currTxtIndex, 1200.0f, 0.0f, 1.0f, DEBUGTimeSinceStart, color4f(1.0f, 1.0f, 1.0f, 1.0f));

				gameBuffer[TEXT_HIGHLIGHT_RECT_FIRST].createRect(	 gameBuffer[DBGStartGametxt.start].getX(), 
							   				 gameBuffer[DBGStartGametxt.start].getY(), 
							   				(gameBuffer[DBGStartGametxt.end].getX() + gameBuffer[DBGStartGametxt.end].getWidth()) - gameBuffer[DBGStartGametxt.start].getX(), 
							   				 gameBuffer[DBGStartGametxt.start].getHeight()
										);

				gameBuffer[TEXT_HIGHLIGHT_RECT_FIRST + 1].createRect(	 gameBuffer[DBGSandBox.start].getX(), 
							   				 gameBuffer[DBGSandBox.start].getY(), 
							   				(gameBuffer[DBGSandBox.end].getX() + gameBuffer[DBGSandBox.end].getWidth()) - gameBuffer[DBGSandBox.start].getX(), 
							   				 gameBuffer[DBGSandBox.start].getHeight()
										    );


				if( checkMouseCursorCollision(	mouseCurPosX , 
								mouseCurPosY , 
								gameBuffer, TEXT_HIGHLIGHT_RECT_FIRST))  
				{
					clearTextBuffer(gameBuffer);

					gameBuffer[TEXT_HIGHLIGHT_RECT_FIRST].setSolidColor(0.0f, 0.0f, 0.0f, 1.0f);

					printText(BCD, gameBuffer, &currTxtIndex, winWidth/2.5f, 400.0f, 1.0f, "START GAME", color4f(0.0f, 1.0f, 0.0f, 1.0f));
					printText(BCD, gameBuffer, &currTxtIndex, winWidth/2.5f, 450.0f, 1.0f, "SANDBOX", color4f(1.0f, 1.0f, 1.0f, 1.0f));
					printText(BCD, gameBuffer, &currTxtIndex, 1200.0f, 0.0f, 1.0f, DEBUGTimeSinceStart, color4f(1.0f, 1.0f, 1.0f, 1.0f));

				}
				else
				{
					gameBuffer[TEXT_HIGHLIGHT_RECT_FIRST].setSolidColor(0.0f, 0.0f, 0.0f, 0.4f);
				}

				if( checkMouseCursorCollision(	mouseCurPosX , 
								mouseCurPosY , 
								gameBuffer, TEXT_HIGHLIGHT_RECT_FIRST + 1))  
				{
					clearTextBuffer(gameBuffer);

					gameBuffer[TEXT_HIGHLIGHT_RECT_FIRST + 1].setSolidColor(0.0f, 0.0f, 0.0f, 1.0f);

					printText(BCD, gameBuffer, &currTxtIndex, winWidth/2.5f, 400.0f, 1.0f, "START GAME", color4f(1.0f, 1.0f, 1.0f, 1.0f));
					printText(BCD, gameBuffer, &currTxtIndex, winWidth/2.5f, 450.0f, 1.0f, "SANDBOX", color4f(0.0f, 1.0f, 0.0f, 1.0f));
					printText(BCD, gameBuffer, &currTxtIndex, 1200.0f, 0.0f, 2.0f, DEBUGTimeSinceStart, color4f(1.0f, 1.0f, 1.0f, 1.0f));

				}
				else
				{
					gameBuffer[TEXT_HIGHLIGHT_RECT_FIRST + 1].setSolidColor(0.0f, 0.0f, 0.0f, 0.4f);
				}


				printText(BCD, gameBuffer, &currTxtIndex, textX + 100.0f, 10.0f, 0.8f, DEBUGWindowDim, color4f(1.0f, 1.0f, 1.0f, 1.0f)); 
				printText(BCD, gameBuffer, &currTxtIndex, textX + 600.0f, 10.0f, 0.8f, DEBUGMouseCurPos, color4f(1.0f, 1.0f, 1.0f, 1.0f)); 
				printText(BCD, gameBuffer, &currTxtIndex, textX + 900.0f, 10.0f, 0.8f, DEBUGFramTime, color4f(1.0f, 1.0f, 1.0f, 1.0f)); 

				mapObject(TEXT_HIGHLIGHT_RECT_FIRST, TEXT_HIGHLIGHT_RECT_LAST, vboB, gameBuffer);
				mapObject(TEXT_FIRST, TEXT_LAST, vboB, gameBuffer);

				if(keyPressed[LEFT_MOUSE_BUTTON])
				{
					if(checkMouseCursorCollision(mouseCurPosX , mouseCurPosY , gameBuffer, TEXT_HIGHLIGHT_RECT_FIRST))
					{
						stateOfTheGame = newGame;
					}
				}

				if(keyPressed[LEFT_MOUSE_BUTTON])
				{
					if(checkMouseCursorCollision(mouseCurPosX , mouseCurPosY , gameBuffer, TEXT_HIGHLIGHT_RECT_FIRST + 1))
					{
						stateOfTheGame = sandBox;
					}
				}

				gameBuffer[MAIN_BASE_01].createRect(0.0f, 0.0f, 0.0f, 0.0f);
				gameBuffer[MAIN_BASE_02].createRect(0.f, 0.0f, 0.0f, 0.0f);

				menuOut = 0;
				clearBuffer(gameBuffer, MAIN_BASE_START, MAIN_BASE_END); 
				clearBuffer(gameBuffer, SMALL_BASE_START, SMALL_BASE_END); 
				clearBuffer(gameBuffer, ROAD_START, RIGHT_SIDE_MENU); 

				
				mapObject(MAIN_BASE_START, MAIN_BASE_END, vboB, gameBuffer);
				mapObject(SMALL_BASE_START, SMALL_BASE_END, vboB, gameBuffer);
				mapObject(ROAD_START, RIGHT_SIDE_MENU, vboB, gameBuffer);

				render(solidColorRectProgram, 0, TEXT_HIGHLIGHT_RECT_FIRST, TEXT_HIGHLIGHT_RECT_LAST); 
				render(textShaderProgram, textureID[2], TEXT_FIRST, 2000); 
				render(shaderProgram, textureID[3], MAIN_BASE_START, RIGHT_SIDE_MENU); 




				timer1.Reset();
				timer2.Reset();
			} break;

			case newGame:
			{
				if(keyPressed[ESC])
				{
					if(isPressed[ESC] == 0)
					{
						stateOfTheGame = mainMenu;
						isPressed[ESC] = 1;
					}
				}
				else
				{
					isPressed[ESC] = 0; 
				}




				char txt_timer1[50] = {};
				char txt_timer2[50] = {};
				char txt_PlayerTurn[50] = {};
				char txt_PlayerInfo[50] = {};
				static i32 playerTurn = 1;

				timer1.Begin(clock.getSeconds());
				timer2.Begin(clock.getSeconds());

				static bool changed = false;
				player[0].Territories = 1;
				player[1].Territories = 2;
				
				if(timer1.timeLeft <= 0.0001)
				{
					if(!changed)
					{
						if(playerTurn == 1)
						playerTurn = 2;
						else if(playerTurn == 2)
						playerTurn = 1;
						changed = true;
					}
				}
				else
				{
					changed = false;
				}


				if(playerTurn == 1)
				{


				}


				sprintf(txt_timer1, 			"Time1 Left: %d", 	(i32)timer1.timeLeft);
				sprintf(txt_timer2, 			"Time2 Left: %d", 	(i32)timer2.timeLeft);
				sprintf(txt_PlayerTurn, 		"Player %d Turn", 	playerTurn);
				sprintf(txt_PlayerInfo, 		"Player %d Stats", 	playerTurn);
				sprintf(player[0].txt_Territories, 	"Territories: %d", 	player[0].Territories);
				sprintf(player[0].txt_Tanks, 		"Tanks: %d", 		player[0].Tanks);
				sprintf(player[0].txt_GoldCollector, 	"GoldCollector: %d", 	player[0].GoldCollector);
				sprintf(player[0].txt_Barracks, 	"Barracks: %d", 	player[0].Barracks);

				sprintf(player[1].txt_Territories, 	"Territories: %d", 	player[1].Territories);
				sprintf(player[1].txt_Tanks, 		"Tanks: %d", 		player[1].Tanks);
				sprintf(player[1].txt_GoldCollector, 	"GoldCollector: %d", 	player[1].GoldCollector);
				sprintf(player[1].txt_Barracks, 	"Barracks: %d", 	player[1].Barracks);
				
				clearTextBuffer(gameBuffer);
				//printText(BCD, gameBuffer, &currTxtIndex, textX + 	100.0f, 	10.0f, 	1.0f, DEBUGWindowDim, 	color4f(1.0f, 1.0f, 1.0f, 1.0f)); 
				//printText(BCD, gameBuffer, &currTxtIndex, textX + 	600.0f, 10.0f, 	1.0f, DEBUGMouseCurPos, color4f(1.0f, 1.0f, 1.0f, 1.0f)); 
				//printText(BCD, gameBuffer, &currTxtIndex, textX + 	900.0f, 10.0f, 	1.0f, DEBUGFramTime, 	color4f(1.0f, 1.0f, 1.0f, 1.0f)); 


				printText(BCD, gameBuffer, &currTxtIndex, 		0.0f, 100.0f, 1.0f, txt_timer1, color4f(1.0f, 1.0f, 1.0f, 1.0f));
				printText(BCD, gameBuffer, &currTxtIndex, 		0.0f, 150.0f, 1.0f, txt_timer2, color4f(1.0f, 1.0f, 1.0f, 1.0f));
				printText(BCD, gameBuffer, &currTxtIndex, 		0.0f, 50.0f, 1.3f, txt_PlayerTurn, color4f(1.0f, 1.0f, 1.0f, 1.0f));

				mapObject(TEXT_FIRST, TEXT_LAST, vboB, gameBuffer);

				if(menuOut == 0 && !checkMouseCursorGameObjectCollision(mouseCurPosX, mouseCurPosY, rightSideMenuCollisionRect[0]))
				{
					float newMenuWidth = 64.0f;
					float newTexDivX = 16.0f;

					rightSideMenu.x = winWidth - 64.0f;
					rightSideMenu.w = newMenuWidth;

					rightSideMenu.texDiv.x = newTexDivX;
					rightSideMenu.texFrag.x = 10.0f;

				}
				else if (menuOut == 0 && checkMouseCursorGameObjectCollision(mouseCurPosX, mouseCurPosY, rightSideMenuCollisionRect[0]))
				{
					rightSideMenu.texFrag.x = 10.0f;

					if(keyPressed[LEFT_MOUSE_BUTTON] && menuOut == 0) 
					{
						menuOut = 1;

						float newMenuWidth = 64.0f * 5.0f + 150.0f;
						float newTexDivX = 16.0f / 5.0f;
						rightSideMenu.w = newMenuWidth;
						rightSideMenu.x = winWidth - newMenuWidth;
						rightSideMenuCollisionRect[1].x = rightSideMenu.x;

						rightSideMenu.texDiv.x = newTexDivX;
						rightSideMenu.texFrag.x = 0.0f;

					}
				} 
				else if(menuOut == 1)
				{

					if(playerTurn == 1)
					{
						printText(BCD, gameBuffer, &currTxtIndex, rightSideMenu.x + 130.0f, 30.0f, 1.3f, txt_PlayerInfo, 		cj_vec4f(1.0f, 0.0f, 0.0f, 1.0f));
						printText(BCD, gameBuffer, &currTxtIndex, rightSideMenu.x + 30.0f, 70.0f,  1.0f,  player[0].txt_Territories, 	cj_vec4f(1.0f, 0.0f, 0.0f, 1.0f));
						printText(BCD, gameBuffer, &currTxtIndex, rightSideMenu.x + 30.0f, 100.0f, 1.0f, player[0].txt_Tanks, 		cj_vec4f(1.0f, 0.0f, 0.0f, 1.0f));
						printText(BCD, gameBuffer, &currTxtIndex, rightSideMenu.x + 30.0f, 130.0f, 1.0f, player[0].txt_GoldCollector, 	cj_vec4f(1.0f, 0.0f, 0.0f, 1.0f));
						printText(BCD, gameBuffer, &currTxtIndex, rightSideMenu.x + 30.0f, 160.0f, 1.0f, player[0].txt_Barracks, 	cj_vec4f(1.0f, 0.0f, 0.0f, 1.0f));
					}
					else if(playerTurn == 2)
					{
						printText(BCD, gameBuffer, &currTxtIndex, rightSideMenu.x + 130.0f, 30.0f, 1.3f, txt_PlayerInfo, 		cj_vec4f(0.3f, 0.3f, 1.0f, 1.0f));
						printText(BCD, gameBuffer, &currTxtIndex, rightSideMenu.x + 30.0f, 70.0f, 1.0f,  player[1].txt_Territories, 	cj_vec4f(0.3f, 1.0f, 1.0f, 1.0f));
						printText(BCD, gameBuffer, &currTxtIndex, rightSideMenu.x + 30.0f, 100.0f, 1.0f, player[1].txt_Tanks, 		cj_vec4f(0.3f, 0.3f, 1.0f, 1.0f));
						printText(BCD, gameBuffer, &currTxtIndex, rightSideMenu.x + 30.0f, 130.0f, 1.0f, player[1].txt_GoldCollector, 	cj_vec4f(0.3f, 0.3f, 1.0f, 1.0f));
						printText(BCD, gameBuffer, &currTxtIndex, rightSideMenu.x + 30.0f, 160.0f, 1.0f, player[1].txt_Barracks, 	cj_vec4f(0.3f, 0.3f, 1.0f, 1.0f));
					}
					if(checkMouseCursorGameObjectCollision(mouseCurPosX, mouseCurPosY, rightSideMenuCollisionRect[1]))
					{
						rightSideMenu.texFrag.x = 0.0f;

						if(keyPressed[LEFT_MOUSE_BUTTON])
						{
							menuOut = 0;
							float newMenuWidth = 64.0f;
							float newTexDivX = 16.0f;

							rightSideMenu.x = winWidth - 64.0f;
							rightSideMenu.w = newMenuWidth;

							rightSideMenu.texDiv.x = newTexDivX;
							rightSideMenu.texFrag.x = 10.0f;
						}

					}
					else
					{
						rightSideMenu.texFrag.x = 0.0f;
					}
				}
				rightSideMenu.h = winHeight;
				rightSideMenuCollisionRect[0].h = winHeight;
				rightSideMenuCollisionRect[1].h = winHeight;

				i32 mainBaseIndex = 0;
				for(i32 i = MAIN_BASE_01; i <= MAIN_BASE_02; i++)
				{
					gameBuffer[i].createRect(mainBase[mainBaseIndex].x + winX, mainBase[mainBaseIndex].y - winY, mainBase[mainBaseIndex].w, mainBase[mainBaseIndex].h);
					gameBuffer[i].setTextureDivision(mainBase[mainBaseIndex].texDiv);
					gameBuffer[i].pickTextureFragment(mainBase[mainBaseIndex].texFrag);
					mainBaseIndex++;
				}	

				i32 smallBaseIndex = 0;
				for (i32 i = SMALL_BASE_01; i <= SMALL_BASE_09; i++)
				{

					gameBuffer[i].createRect(smallBase[smallBaseIndex].x + winX, smallBase[smallBaseIndex].y - winY, smallBase[smallBaseIndex].w, smallBase[smallBaseIndex].h); 
					gameBuffer[i].setTextureDivision(smallBase[smallBaseIndex].texDiv);
					gameBuffer[i].pickTextureFragment(smallBase[smallBaseIndex].texFrag);
					smallBaseIndex++;

				}
				i32 roadIndex = 0;
				for(i32 i = ROAD_01; i <= ROAD_12; i++)
				{
					gameBuffer[i].createRect(road[roadIndex].x + winX, road[roadIndex].y - winY, road[roadIndex].w, road[roadIndex].h); 
					gameBuffer[i].setTextureDivision(road[roadIndex].texDiv);
					gameBuffer[i].pickTextureFragment(road[roadIndex].texFrag);
					roadIndex++;

				}

				gameBuffer[ROAD_01].rotate(1.0f);
				gameBuffer[ROAD_02].rotate(1.5708f);
				gameBuffer[ROAD_03].rotate(2.0f);

				gameBuffer[ROAD_04].rotate(1.5708f);
				gameBuffer[ROAD_05].rotate(1.5708f);
				gameBuffer[ROAD_06].rotate(1.5708f);

				gameBuffer[ROAD_07].rotate(1.5708f);
				gameBuffer[ROAD_08].rotate(1.5708f);
				gameBuffer[ROAD_09].rotate(1.5708f);

				gameBuffer[ROAD_10].rotate(2.2f);
				gameBuffer[ROAD_11].rotate(1.5708f);
				gameBuffer[ROAD_12].rotate(1.0f);

				gameBuffer[RIGHT_SIDE_MENU].createRect(rightSideMenu.x, rightSideMenu.y, rightSideMenu.w, rightSideMenu.h);
				gameBuffer[RIGHT_SIDE_MENU].setTextureDivision(rightSideMenu.texDiv);
				gameBuffer[RIGHT_SIDE_MENU].pickTextureFragment(rightSideMenu.texFrag);


				mapObject(MAIN_BASE_01, 	MAIN_BASE_07, 		vboB, gameBuffer);
				mapObject(SMALL_BASE_01, 	SMALL_BASE_09, 		vboB, gameBuffer);
				mapObject(ROAD_01, 		ROAD_14, 		vboB, gameBuffer);
				mapObject(RIGHT_SIDE_MENU, 	RIGHT_SIDE_MENU, 	vboB, gameBuffer);
				mapObject(TEXT_FIRST, 	TEXT_LAST, 	vboB, gameBuffer);

				render(shaderProgram, 		textureID[3], 	MAIN_BASE_01, 	7); 
				render(0, 			textureID[3], 	SMALL_BASE_01, 	9); 
				render(0, 			textureID[3], 	ROAD_01, 	14); 
				render(0, 			textureID[3],	RIGHT_SIDE_MENU, 1); 
				render(textShaderProgram, 	textureID[2], 	TEXT_FIRST, 	2000); 

			} break;

			// SANDBOX
			case sandBox:
			{
				// SET ALL OBJECTS X AND Y TO (+ winX) ( +winY) IF OBJECTS MOVE
				if(mouseCurPosX >= winWidth - 1)
				{
					winX -= 1000;
				}
				if(mouseCurPosY >= winHeight + 1)
				{
					winY += 1000;
				}
				if(mouseCurPosX <= 1)
				{
					winX += 1000;
				}
				if(mouseCurPosY <= 1)
				{
					winY -= 1000;
				}
				if(keyPressed[ESC])
				{
					if(isPressed[ESC] == 0)
					{
						stateOfTheGame = mainMenu;
						isPressed[ESC] = 1;
					}
				}
				else
				{
					isPressed[ESC] = 0; 
				}

				if(keyPressed[LEFT_MOUSE_BUTTON])
				{
					for(int i = 0; i < (GROUND_TILE_LAST); i++)
					{
						if(checkMouseCursorCollision(mouseCurPosX - winX, mouseCurPosY + winY, gameBuffer, GROUND_TILE_FIRST + i))
						{
							gameBuffer[GROUND_TILE_FIRST + i].pickTextureFragment(5.0f, 0.0f);
						}
					}
				}

				for(int i = 0; i < (GROUND_TILE_LAST); i++)
				{
					gameBuffer[i].setX(gameBuffer[i].getX() + winX * clock.getSeconds());
					gameBuffer[i].setY(gameBuffer[i].getY() - winY * clock.getSeconds());
				}
				winX = 0.0f;
				winY = 0.0f;

				gameBuffer[SELECT_MENU_FIRST].setX(-winX);
				gameBuffer[SELECT_MENU_FIRST].setY(winY);

				if(keyPressed['S'])
				{
					MENU_STATE = MENU_STATE_MAIN;
				}

				if(pressed)
				{
					sprintf(trueSTATE, "true");
				}
				else
				{
					sprintf(trueSTATE, "false");
				}

				clearTextBuffer(gameBuffer);

				char txt_rectCorners[100] = "";
				CJ_rectCorners_X rect1Corners = gameBuffer[rect1].getCornersX();
				sprintf(txt_rectCorners, "x1: %0.2f x2: %0.2f, x3: %0.2f x4: %0.2f\0", rect1Corners.x1, rect1Corners.x2, rect1Corners.x3, rect1Corners.x4);  

				writer(&txt_CURSOR, txt_INPUT, textBufferSize);
				sprintf(txt_ENTER, txt_INPUT);

				DBGStartGametxt = printText(BCD, gameBuffer, &currTxtIndex, 400.0f, 400.0f, 1.0f, "START GAME", color4f(1.0f, 1.0f, 1.0f, 1.0f));
				printText(BCD, gameBuffer, &currTxtIndex, textX + 	100.0f, 	10.0f, 	1.0f, DEBUGWindowDim, 	color4f(1.0f, 1.0f, 1.0f, 1.0f)); 
				printText(BCD, gameBuffer, &currTxtIndex, textX + 	600.0f, 10.0f, 	1.0f, DEBUGMouseCurPos, color4f(1.0f, 1.0f, 1.0f, 1.0f)); 
				printText(BCD, gameBuffer, &currTxtIndex, textX + 	900.0f, 10.0f, 	1.0f, DEBUGFramTime, 	color4f(1.0f, 1.0f, 1.0f, 1.0f)); 
				printText(BCD, gameBuffer, &currTxtIndex, 		1200.0f,   0.0f, 1.0f, DEBUGTimeSinceStart, color4f(1.0f, 1.0f, 1.0f, 1.0f));
				printText(BCD, gameBuffer, &currTxtIndex, 		900.0f, 500.0f, 1.0f, trueSTATE, 	color4f(1.0f, 1.0f, 1.0f, 1.0f)); 
				printText(BCD, gameBuffer, &currTxtIndex, 		900.0f, 200.0f, 1.0f, txt_ENTER, 	color4f(1.0f, 1.0f, 1.0f, 1.0f)); 
				printText(BCD, gameBuffer, &currTxtIndex, 		900.0f, 600.0f, 1.0f, txt_rectCorners, 	color4f(1.0f, 1.0f, 1.0f, 1.0f)); 

				rect1Corners = gameBuffer[rect2].getCornersX();
				sprintf(txt_rectCorners, "x1: %0.2f x2: %0.2f, x3: %0.2f x4: %0.2f\0", rect1Corners.x1, rect1Corners.x2, rect1Corners.x3, rect1Corners.x4);  
				printText(BCD, gameBuffer, &currTxtIndex, 		900.0f, 700.0f, 1.0f, txt_rectCorners, 	color4f(1.0f, 1.0f, 1.0f, 1.0f)); 


				gameBuffer[TEXT_HIGHLIGHT_RECT_FIRST].createRect(gameBuffer[DBGStartGametxt.start].getX(), 
										   gameBuffer[DBGStartGametxt.start].getY(), 
										   (gameBuffer[DBGStartGametxt.end].getX() + gameBuffer[DBGStartGametxt.end].getWidth()) - gameBuffer[DBGStartGametxt.start].getX(), 
										   gameBuffer[DBGStartGametxt.start].getHeight());



				if( checkMouseCursorCollision(	mouseCurPosX - winX, 
								mouseCurPosY + winY, 
								gameBuffer, TEXT_HIGHLIGHT_RECT_FIRST))  
				{
					gameBuffer[TEXT_HIGHLIGHT_RECT_FIRST].setSolidColor(0.0f, 0.0f, 0.0f, 1.0f);
					DBGStartGametxt = printText(BCD, gameBuffer, &currTxtIndex, 400.0f, 400.0f, 1.0f, "START GAME", color4f(0.0f, 1.0f, 0.0f, 1.0f));
					mapObject(TEXT_FIRST, TEXT_LAST, vboB, gameBuffer);
				}
				else
				{
					gameBuffer[TEXT_HIGHLIGHT_RECT_FIRST].setSolidColor(0.0f, 0.0f, 0.0f, 0.0f);
				}

				mapObject(TEXT_FIRST, TEXT_LAST, vboB, gameBuffer);
				mapObject(TEXT_HIGHLIGHT_RECT_FIRST, TEXT_HIGHLIGHT_RECT_LAST, vboB, gameBuffer);
				mapObject(GROUND_MAP, GROUND_MAP, vboB, gameBuffer);


				if(keyPressed[UP_ARROW])
				{
					rect1MovY -= 3;
				}
				if(keyPressed[DOWN_ARROW])
				{
					rect1MovY += 3;
				}

				static float radian = 0.0f;

				if(keyPressed[RIGHT_ARROW])
				{
					rect1MovX += 3;
				}
				if(keyPressed[LEFT_ARROW])
				{
					rect1MovX -= 3;
				}
				if(keyPressed[SPACEBAR])
				{
					radian += 0.05f;
					printf("%s\n", txt_ENTER);
				}

				gameBuffer[rect1].setX(gameBuffer[rect1].getX() + rect1MovX);
				gameBuffer[rect1].setY(gameBuffer[rect1].getY() + rect1MovY);
				gameBuffer[rect1].rotate(radian);
				gameBuffer[rect2].rotate(radian);

				gameBuffer[GROUND_TILE_FIRST + 30].setX(gameBuffer[GROUND_TILE_FIRST + 30].getX() + rect1MovX);
				gameBuffer[GROUND_TILE_FIRST + 30].setY(gameBuffer[GROUND_TILE_FIRST + 30].getY() + rect1MovY);

				for(int i = 1; i < GROUND_TILE_LAST; i++)
				{
					gameBuffer[i].rotate(radian);
				}

				

				if(checkRectCollision(rect1, rect2, gameBuffer))
				{
					gameBuffer[rect1].setSolidColor(0.0f, 1.0f, 0.0f, 1.0f);
					gameBuffer[rect1].setColorOfCorners(1.0f, 1.0f, 1.0f, 1.0f);
					
				}
				else
				{
					gameBuffer[rect1].setSolidColor(1.0f, 0.0f, 0.0f, 1.0f);
					gameBuffer[rect1].setColorOfCorners(1.0f, 1.0f, 1.0f, 1.0f);
				}

				rect1MovY = 0;
				rect1MovX = 0;

				mapObject(0, 20000, vboB, gameBuffer);

				render(shaderProgram, textureID[1], GROUND_MAP, 1);
				render(0, textureID[0], GROUND_TILE_FIRST, GROUND_TILE_LAST);
				render(solidColorRectProgram, 0, TEXT_HIGHLIGHT_RECT_FIRST, 1);
				render(shaderProgram, textureID[0], SELECT_MENU_FIRST, 1);
				render(textShaderProgram, textureID[2], TEXT_FIRST, 1000);
				render(solidColorRectProgram, 0, rect1, 2);

			} break;

		}




		// In the render function, use shaderProgram ( pass 0 to keep active shaderProgram ), textureID to bind, start Index to draw and N objects to draw
		// Always render the lowest index first and the highest index last

		glfwSwapBuffers(window);
		glfwPollEvents();
	}


	for(int i = 0; i < sizeof(textureID) / sizeof(GLuint); i++)
	{
		glDeleteTextures(1, &textureID[i]);
	}

	glDeleteProgram(shaderProgram);
	glDeleteProgram(textShaderProgram);
	glDeleteProgram(solidColorRectProgram);
	glDeleteBuffers(1, &vboB.posVBO);
	glDeleteBuffers(1, &vboB.colVBO);
	glDeleteBuffers(1, &vboB.texVBO);
	glDeleteBuffers(1, &vboB.IBO);
	glDeleteVertexArrays(1, &vboB.VAO);
	
	glfwDestroyWindow(window);
	glfwTerminate();


	return 0;
}

Edited by C_Worm on Reason: Initial post
Could you be more specific about what is it you're seeing that is not correct ? I suppose you're talking about the printouts
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sprintf(txt_timer1,  "Time1 Left: %d", (i32)timer1.timeLeft);
sprintf(txt_timer2,  "Time2 Left: %d", (i32)timer2.timeLeft);


A quick solution would be to use double instead of float in your Timer struct.

When you add floating point numbers together (double or float) there is an precision error. I'm not the best person to explain that, but a simple way to visualize it is that you can have big numbers with not much precision after the decimal point, or you can have more precision after the decimal point but you can't represent big numbers. When you add/subtract those two "types" of number, you will loose precision in the small part of the number (1000000.0f + 0.0001234f will not give 1000000.0001234f but more likely something like 1000000.0f).

In addition to that (and maybe the real cause of the problem) is that you can't precisely represent every value in floating point since there is an infinity of values.

In your case, even the difference between the precision of 5.0f and 1.0f gives a small difference in precision after the first operation. Using double instead of float will give you more precision, but the problem will still be there so it's probably not the best solution.

I wrote this small test code. If you replace the float with double the precision will be better and the printout will show similar value after the decimal point.
 1
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 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
#include <stdio.h>

int main( int argc, char** argv ) {
    
    float a = 1.0f + 0.999f;
    float b = 5.0f + 0.999f;
    
    float c = 1.0 / 60.0;
    
    while ( a > 0 ) {
        printf( "a: %f\nb: %f\n\n", a, b );
        a -= ( r32 ) c;
        b -= ( r32 ) c;
    }
}


If your goal is to print the number of second left, you could use roundf (msdn) to get the closest integer value to your numbers.

EDIT: Also I believe there is an issue with your clock start function: it will set dt_s to 0 on the first frame, dt_s to the time elapsed since glfw intialization on the second frame, and after that the result will be correct but with a frame of lag.

Edited by Simon Anciaux on Reason: clock start issue
I've changed all the values to double but that won't do it.

The problem is still as you say and as i also mentioned earlier that after a Timer reaches < 0 and resets the timeLeft,
the floating points differ and therefor makes the different timers tick down at different paces.

frame 1:
timer1 = 1.9990000128746033
timer2 = 5.9990000128746033

frame 2:
timer1 = 0.39573061287460320
timer2 = 4.3957306128746030

frame 3: (decimals start to get out of sync)
timer1 = -1.3388824871253968
timer2 = 2.6611175128746032

frame 4: (timer1 is reset but now decimals is totally out of sync)
timer1 = 1.9990000128746033
timer2 = -14.272393287125396

frame 5:
timer1 = -5.4249719871253959
timer2 = 5.9990000128746033


Also changeing :

1
2
sprintf(txt_timer1,  "Time1 Left: %d", (i32)timer1.timeLeft);
sprintf(txt_timer2,  "Time2 Left: %d", (i32)timer2.timeLeft);



to :
1
2
sprintf(txt_timer1,  "Time1 Left: %d", (i32)roundf(timer1.timeLeft));
sprintf(txt_timer2,  "Time2 Left: %d", (i32)roundf(timer2.timeLeft));



Did not work.

My goal is indeed to print the seconds left and different timers should be able to start at differents times and tick down at the same rate even after they reset (reached below 0).