game: remove old debug prints

This commit is contained in:
2025-08-20 02:05:25 +02:00
parent c3f49c885a
commit 8c10cc19a2
4 changed files with 0 additions and 6 deletions

View File

@@ -93,7 +93,6 @@ func _on_attack_area_body_entered(body: Node2D) -> void:
return
if body.is_in_group(GlobalConst.GROUP_ENEMY) and body.is_in_group(GlobalConst.GROUP_DAMAGEABLE):
var crit_chance = player.player_stats.get_final("crit_chance", player.modifiers)
print_debug("crit_chance: %s" % crit_chance)
var damage_dealt = base_damage
var is_crit = randf() >= 1 - crit_chance
if is_crit:

View File

@@ -14,7 +14,6 @@ func _process(delta: float) -> void:
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
print_debug("pause")
main_ui.pause_ui.toggle_pause_ui()
if event.is_action_pressed("debug_menu"):
main_ui.debug_ui.toggle()

View File

@@ -28,7 +28,6 @@ func _ready() -> void:
func _on_pick_button_pressed() -> void:
player.modifiers.append(mod)
print_debug("player mods: %s" % len(player.modifiers))
Engine.time_scale = 1.0
lvlup_picked.emit(mod)
queue_free()

View File

@@ -74,8 +74,6 @@ func get_taunted():
for i in range(taunting_enemies.size()):
var angle = (TAU / taunting_enemies.size()) * i
var target_pos = Vector2(cos(angle), sin(angle)) * 50
print_debug("my_pos: %s" % position)
print_debug("pos: %s" % target_pos)
var new_target = StaticBody2D.new()
var collision = CollisionShape2D.new()
new_target.position = target_pos
@@ -101,7 +99,6 @@ func _check_level_up() -> void:
func _trigger_level_up() -> void:
var choice_count = 3
var choices: Array[LevelUpChoice] = []
print_debug("level up")
main_ui.level_up_ui.clear()
for i in range(choice_count):
# TODO: implement fortune