game: remove old debug prints
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@@ -93,7 +93,6 @@ func _on_attack_area_body_entered(body: Node2D) -> void:
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return
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if body.is_in_group(GlobalConst.GROUP_ENEMY) and body.is_in_group(GlobalConst.GROUP_DAMAGEABLE):
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var crit_chance = player.player_stats.get_final("crit_chance", player.modifiers)
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print_debug("crit_chance: %s" % crit_chance)
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var damage_dealt = base_damage
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var is_crit = randf() >= 1 - crit_chance
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if is_crit:
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@@ -14,7 +14,6 @@ func _process(delta: float) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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print_debug("pause")
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main_ui.pause_ui.toggle_pause_ui()
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if event.is_action_pressed("debug_menu"):
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main_ui.debug_ui.toggle()
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@@ -28,7 +28,6 @@ func _ready() -> void:
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func _on_pick_button_pressed() -> void:
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player.modifiers.append(mod)
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print_debug("player mods: %s" % len(player.modifiers))
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Engine.time_scale = 1.0
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lvlup_picked.emit(mod)
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queue_free()
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@@ -74,8 +74,6 @@ func get_taunted():
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for i in range(taunting_enemies.size()):
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var angle = (TAU / taunting_enemies.size()) * i
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var target_pos = Vector2(cos(angle), sin(angle)) * 50
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print_debug("my_pos: %s" % position)
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print_debug("pos: %s" % target_pos)
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var new_target = StaticBody2D.new()
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var collision = CollisionShape2D.new()
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new_target.position = target_pos
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@@ -101,7 +99,6 @@ func _check_level_up() -> void:
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func _trigger_level_up() -> void:
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var choice_count = 3
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var choices: Array[LevelUpChoice] = []
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print_debug("level up")
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main_ui.level_up_ui.clear()
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for i in range(choice_count):
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# TODO: implement fortune
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