diff --git a/scenes/managers/ui/main_ui.gd b/scenes/managers/ui/main_ui.gd index dbbb5ba..25df6d1 100644 --- a/scenes/managers/ui/main_ui.gd +++ b/scenes/managers/ui/main_ui.gd @@ -26,7 +26,6 @@ func _process(delta: float) -> void: func _on_player_hp_change(hp: float, max_hp: float): - print_debug("got sig") var percent_hp = hp / max_hp * 100 if percent_hp < 40: low_hp_indicator.visible = true diff --git a/scenes/player.gd b/scenes/player.gd index 442d018..3d3c373 100644 --- a/scenes/player.gd +++ b/scenes/player.gd @@ -90,15 +90,12 @@ func death_animation(delta: float): func get_taunted(): var taunting_enemies: Array[EnemyBase] = [] for body in get_tree().get_nodes_in_group(GlobalConst.GROUP_ENEMY): - print_debug("starting taunt: %s" % global_position.distance_to(body.global_position)) if global_position.distance_to(body.global_position) < 1000.0: taunting_enemies.append(body) - print_debug("getting taunted by %s enemies" % len(taunting_enemies)) for i in range(taunting_enemies.size()): var angle = (TAU / taunting_enemies.size()) * i var target_pos = Vector2(cos(angle), sin(angle)) * 50 var new_target = Marker2D.new() - print_debug("getting taunted by %s" % taunting_enemies[i]) new_target.position = target_pos add_child(new_target) taunting_enemies[i].target = new_target