diff --git a/src/render/game.rs b/src/render/game.rs index c4bf638d..be65c1b9 100644 --- a/src/render/game.rs +++ b/src/render/game.rs @@ -205,8 +205,8 @@ impl GameRender { let fading = model.restart_button.is_fading() || model.exit_button.is_fading(); - let accuracy = (model.score.calculated.accuracy.as_f32() * 100.0).floor() as i32; - let precision = (model.score.calculated.precision.as_f32() * 100.0).floor() as i32; + let accuracy = model.score.calculated.accuracy.as_f32() * 100.0; + let precision = model.score.calculated.precision.as_f32() * 100.0; if let State::Lost { .. } | State::Finished = model.state { if !fading { @@ -218,14 +218,14 @@ impl GameRender { framebuffer, ); self.util.draw_text( - &format!("ACCURACY: {}%", accuracy), + &format!("ACCURACY: {:.2}%", accuracy), vec2(-3.0, -3.5), TextRenderOptions::new(0.7).color(theme.light), &model.camera, framebuffer, ); self.util.draw_text( - &format!("PRECISION: {}%", precision), + &format!("PRECISION: {:.2}%", precision), vec2(-3.0, -4.0), TextRenderOptions::new(0.7).color(theme.light), &model.camera, @@ -244,7 +244,7 @@ impl GameRender { ); self.util.draw_text( - format!("acc: {:3}%", accuracy), + format!("acc: {:3.2}%", accuracy), vec2(-8.0, 4.0).as_r32(), TextRenderOptions::new(0.7) .color(theme.light) @@ -254,7 +254,7 @@ impl GameRender { ); self.util.draw_text( - format!("prec: {:3}%", precision), + format!("prec: {:3.2}%", precision), vec2(-8.0, 3.5).as_r32(), TextRenderOptions::new(0.7) .color(theme.light)