std::unique_ptr<State> current_state {nullptr};
     std::unique_ptr<State> next_state {nullptr};
     std::unique_ptr<Game_state> saved_game {nullptr};
-    sf::Int32 time;
+    sf::Time time;
 };
 
 #endif
\ No newline at end of file
 
 #include <memory>
 #include <iostream>
+#include <iomanip>
 #include "States.h"
 #include "Context.h"
 #include "constants.h"
 
-Game_state::Game_state() : game_map{}, player{}, pause_game{false}, bottles{}
+Game_state::Game_state() : game_map{}, player{}, pause_game{false}, bottles{}, time_since_last_bottle{0.0f}
 {
     Bottle* bottle = new Bottle {};
     bottles.push_back(bottle);
         pause_game = false;
         return;
     }
-    time_since_last_bottle += context.time;
-    //std::cout << time_since_last_bottle << std::endl;
+    time_since_last_bottle += context.time.asSeconds();
+    std::cout << std::fixed << std::setprecision(3) << time_since_last_bottle << std::endl;
     if (time_since_last_bottle >= 2)
     {
         Bottle* bottle = new Bottle {};
 
     void handle_input(sf::Event& event) override;
 protected:
 private:
-    float time_since_last_bottle {0};
+    float time_since_last_bottle;
     std::vector<Bottle*> bottles;
     Map game_map;
     Player player;
 
             //innehåller all spelstatus
             game_context.current_state->handle_input(event);
         }
-
-        //game_context.time = game_clock.getElapsedtime().asSeconds()
+        
         // Update startmeny
         game_context.current_state->update(game_context);
 
         // Make game run at constant fps
         // std::cout << "frametime: " << game_clock.getElapsedTime().asSeconds() << std::endl;
         sf::sleep(sf::milliseconds(1000.0 / FPS) - game_clock.getElapsedTime());
-        game_clock.restart();
+        game_context.time = game_clock.restart();
 
     }
 }