void Game::update(sf::Time l_delta)
{
float32 timestep = 1.0f / 60.0f;
int32 velIter = 6;
int32 posIter = 2;
m_world.Step(timestep,velIter,posIter);
//view
sf::View view(sf::Vector2f(minX + (maxX - minX) / 2.0f, minY + (maxY - minY) / 2.0f), sf::Vector2f(maxX - minX, maxY - minY));
m_window.setView(view);
for (b2Body *i = m_world.GetBodyList(); i != 0; i = i->GetNext())
{
if (i->GetType() == b2_dynamicBody)
{
b2Vec2 pos = i->GetPosition();
minX = std::min(minX, pos.x);
minY = std::min(minY, pos.y);