+ mState.camera.update(t, dt);
+ mState.heroine->update(t, dt);
+
+ mState.scene->checkForCollision(*mState.heroine);
+
+ mState.camera.setPosition(Mf::Vector3(-mState.heroine->getState().position[0],
+ -mState.heroine->getState().position[1], -8));
+ //mState.camera.lookAt(Mf::promote(mState.heroine->getState().position));
+
+ mRay.point = mState.heroine->getState().position;
+}
+
+void GameLayer::thinkTimer()
+{
+ mState.script.getRegistryTable().pushField("Think");
+ if (mState.script[-1].isFunction()) mState.script.call();
+ else mState.script.pop();
+}
+
+
+void GameLayer::rayTimer()
+{
+ Mf::Ray<2>::Intersection meh;
+ std::list<Mf::Ray<2>::Intersection> hits;
+ Mf::Vector2 point;