diff --git a/scenes/attacks/attack_sword.gd b/scenes/attacks/attack_sword.gd index 84b5cbe..31bf7e9 100644 --- a/scenes/attacks/attack_sword.gd +++ b/scenes/attacks/attack_sword.gd @@ -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: diff --git a/scenes/main.gd b/scenes/main.gd index cf6bf72..4ae29bc 100644 --- a/scenes/main.gd +++ b/scenes/main.gd @@ -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() diff --git a/scenes/managers/ui/level_up_choice.gd b/scenes/managers/ui/level_up_choice.gd index 91aa373..e2bd2e4 100644 --- a/scenes/managers/ui/level_up_choice.gd +++ b/scenes/managers/ui/level_up_choice.gd @@ -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() diff --git a/scenes/player.gd b/scenes/player.gd index 92efda6..a9a95bc 100644 --- a/scenes/player.gd +++ b/scenes/player.gd @@ -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