Element Array Buffer Doesn't Work !?

Vertex shader:

#version 330 core

layout (location = 0) in vec2 position;

void main() {
	gl_Position = vec4(position.xy, 0.0f, 1.0f);
}

Fragment shader:

Fragment shader:

#version 330 core

out vec4 color;

void main() {
	color = vec4(1.0f, 1.0f, 0.0f, 1.0f);
}

I use this to create my object:

m_verticles[0] = posx;
    m_verticles[1] = posy;
    m_verticles[2] = posx;
    m_verticles[3] = posy - height;
    m_verticles[4] = posx + width;
    m_verticles[5] = posy - height;
    m_verticles[6] = posx + width;
    m_verticles[7] = posy;
    m_points[0] = 0;
    m_points[1] = 1;
    m_points[2] = 2;
    m_points[3] = 0;
    m_points[4] = 2;
    m_points[5] = 3;
    glGenVertexArrays(1, &m_VAO);
    glGenBuffers(1, &m_VBO);
    glGenBuffers(1, &m_EBO);
    glBindVertexArray(m_VAO);
        glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(m_verticles), m_verticles, GL_STATIC_DRAW);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_EBO);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_points), m_points, GL_STATIC_DRAW);
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (GLvoid*)0);
        glEnableVertexAttribArray(0);
    glBindVertexArray(0);

And this to draw it:

glUseProgram(shaderProgram);
        glBindVertexArray(target.m_VAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (GLvoid*)0);
        glBindVertexArray(0);

(target is the object which has the m_VAO buffer)

When I use glDrawArrays it works perfectly fine, but only for the first triangle, and when I do this, it doesn’t draw anything at all. There must be something I’m doing wrong with my Element Array Buffer, but I cant figure it out by myself.

forgot to say that:
posx = -0.5F
posy = 0.5F
width = 1.0F
height = 1.0F

figured it out myself, i accidentally declared m_points as a float array.