remove unnecessary comments and print statements
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				|  | @ -35,7 +35,6 @@ public partial class ConnectorBox : Area2D | |||
|     { | ||||
|         BodyEntered += (Node2D body) => | ||||
|         { | ||||
|             GD.Print(body.Name + " entered"); | ||||
|             if (body is Player && InteractionTrigger is null) | ||||
|             { | ||||
|                 OnInteraction(); | ||||
|  |  | |||
|  | @ -30,7 +30,6 @@ public partial class Hurtbox : BoundingBox, IFaction | |||
|         { | ||||
|             InvincibilityTimer.Timeout += () => | ||||
|             { | ||||
|                 GD.Print("invincibility off"); | ||||
|                 Monitorable = true; | ||||
|             }; | ||||
|         } | ||||
|  | @ -77,7 +76,6 @@ public partial class Hurtbox : BoundingBox, IFaction | |||
|             InvincibilityTimer.Start(); | ||||
|             //Monitorable = false; | ||||
|             SetDeferred("monitorable", false); | ||||
|             GD.Print("invincible"); | ||||
|         } | ||||
| 
 | ||||
|         EmitSignal( | ||||
|  |  | |||
|  | @ -344,7 +344,6 @@ public partial class Character : CharacterBody2D, IFaction | |||
|         if (this.GetNode("Effects/HurtSound") is AudioStreamPlayer2D sound) | ||||
|         { | ||||
|             // very small pitch deviation | ||||
|             GD.Print("hurt sound"); | ||||
|             sound.At(GlobalPosition).WithPitchDeviation(0.125f).PlayOneShot(); | ||||
|         } | ||||
| 
 | ||||
|  |  | |||
|  | @ -25,11 +25,6 @@ public sealed partial class Player : Character | |||
|     public override void _Ready() | ||||
|     { | ||||
|         InteractionRay = GetNode<InteractionRay>("Direction2D/InteractionRay"); | ||||
|         Death += async (Events.HurtArgs args) => | ||||
|         { | ||||
|             HurtAnimation.Play("death"); | ||||
|             await ToSignal(HurtAnimation, "animation_finished"); | ||||
|         }; | ||||
| 
 | ||||
|         base._Ready(); | ||||
| 
 | ||||
|  | @ -101,8 +96,7 @@ public sealed partial class Player : Character | |||
| 
 | ||||
|     public override void Die() | ||||
|     { | ||||
|         GD.Print("died"); | ||||
|         //base.Die(); | ||||
|         HurtAnimation.Play("death"); | ||||
|     } | ||||
| 
 | ||||
|     protected override void DrawTarget() | ||||
|  |  | |||
|  | @ -71,7 +71,6 @@ public partial class DynamicDoor : StaticBody2D | |||
|                 { | ||||
|                     if (anim.TrackGetPath(i) == nodePath) | ||||
|                     { | ||||
|                         GD.Print($"Disabled anim for {nodePath}"); | ||||
|                         anim.TrackSetEnabled(i, isEnabled); | ||||
|                     } | ||||
|                 } | ||||
|  |  | |||
|  | @ -50,7 +50,6 @@ public partial class Inventory : Node2D | |||
|         { | ||||
|             if (child is Item item) | ||||
|             { | ||||
|                 GD.Print("Adding item " + item.Name); | ||||
|                 AddItem(item); | ||||
|             } | ||||
|         } | ||||
|  |  | |||
|  | @ -92,7 +92,6 @@ public partial class ProjectileSpawner : Ranged | |||
|         for (int i = 0; i < ProjectileCount; i++) | ||||
|         { | ||||
|             float curDeviation = -i + maxAngleDeviations; | ||||
|             GD.Print(curDeviation); | ||||
|             SpawnProjectile(map, target.Rotated(curDeviation * theta)); | ||||
|         } | ||||
|     } | ||||
|  |  | |||
|  | @ -23,12 +23,9 @@ public static class Physics | |||
|         var relVel = relIdle + relDir * speed; | ||||
|         var relSpeed = relVel.Length(); | ||||
| 
 | ||||
|         GD.Print("Relative velocity: " + relVel); | ||||
| 
 | ||||
|         // get t = time to travel | ||||
|         //       = (|s2| - |s1|)/(|v2| - |v1|) | ||||
|         time = position.DistanceTo(targetPosition) / relSpeed; | ||||
|         GD.Print("Time: " + time); | ||||
| 
 | ||||
|         // predict target's position after time t | ||||
|         return targetPosition + targetVelocity * time; | ||||
|  |  | |||
|  | @ -327,8 +327,6 @@ public partial class World : Node | |||
|     public void SpawnPlayer() | ||||
|     { | ||||
|         // TODO: add max health property | ||||
|         //CurrentPlayer.Health = 100; | ||||
|         //CurrentPlayer.Sprite.Visible = true; | ||||
|         if (CurrentMap.SceneFilePath != GlobalState.Stats.SaveMapKey) | ||||
|         { | ||||
|             LoadScene(GlobalState.Stats.SaveMapKey); | ||||
|  |  | |||
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