remove unnecessary comments and print statements
parent
f5d83414eb
commit
d04679009a
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@ -35,7 +35,6 @@ public partial class ConnectorBox : Area2D
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{
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{
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BodyEntered += (Node2D body) =>
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BodyEntered += (Node2D body) =>
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{
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{
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GD.Print(body.Name + " entered");
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if (body is Player && InteractionTrigger is null)
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if (body is Player && InteractionTrigger is null)
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{
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{
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OnInteraction();
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OnInteraction();
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@ -30,7 +30,6 @@ public partial class Hurtbox : BoundingBox, IFaction
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{
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{
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InvincibilityTimer.Timeout += () =>
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InvincibilityTimer.Timeout += () =>
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{
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{
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GD.Print("invincibility off");
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Monitorable = true;
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Monitorable = true;
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};
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};
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}
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}
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@ -77,7 +76,6 @@ public partial class Hurtbox : BoundingBox, IFaction
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InvincibilityTimer.Start();
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InvincibilityTimer.Start();
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//Monitorable = false;
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//Monitorable = false;
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SetDeferred("monitorable", false);
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SetDeferred("monitorable", false);
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GD.Print("invincible");
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}
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}
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EmitSignal(
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EmitSignal(
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@ -344,7 +344,6 @@ public partial class Character : CharacterBody2D, IFaction
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if (this.GetNode("Effects/HurtSound") is AudioStreamPlayer2D sound)
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if (this.GetNode("Effects/HurtSound") is AudioStreamPlayer2D sound)
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{
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{
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// very small pitch deviation
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// very small pitch deviation
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GD.Print("hurt sound");
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sound.At(GlobalPosition).WithPitchDeviation(0.125f).PlayOneShot();
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sound.At(GlobalPosition).WithPitchDeviation(0.125f).PlayOneShot();
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}
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}
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@ -25,11 +25,6 @@ public sealed partial class Player : Character
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public override void _Ready()
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public override void _Ready()
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{
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{
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InteractionRay = GetNode<InteractionRay>("Direction2D/InteractionRay");
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InteractionRay = GetNode<InteractionRay>("Direction2D/InteractionRay");
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Death += async (Events.HurtArgs args) =>
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{
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HurtAnimation.Play("death");
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await ToSignal(HurtAnimation, "animation_finished");
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};
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base._Ready();
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base._Ready();
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@ -101,8 +96,7 @@ public sealed partial class Player : Character
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public override void Die()
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public override void Die()
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{
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{
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GD.Print("died");
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HurtAnimation.Play("death");
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//base.Die();
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}
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}
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protected override void DrawTarget()
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protected override void DrawTarget()
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@ -71,7 +71,6 @@ public partial class DynamicDoor : StaticBody2D
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{
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{
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if (anim.TrackGetPath(i) == nodePath)
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if (anim.TrackGetPath(i) == nodePath)
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{
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{
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GD.Print($"Disabled anim for {nodePath}");
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anim.TrackSetEnabled(i, isEnabled);
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anim.TrackSetEnabled(i, isEnabled);
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}
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}
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}
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}
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@ -50,7 +50,6 @@ public partial class Inventory : Node2D
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{
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{
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if (child is Item item)
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if (child is Item item)
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{
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{
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GD.Print("Adding item " + item.Name);
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AddItem(item);
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AddItem(item);
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}
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}
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}
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}
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@ -92,7 +92,6 @@ public partial class ProjectileSpawner : Ranged
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for (int i = 0; i < ProjectileCount; i++)
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for (int i = 0; i < ProjectileCount; i++)
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{
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{
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float curDeviation = -i + maxAngleDeviations;
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float curDeviation = -i + maxAngleDeviations;
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GD.Print(curDeviation);
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SpawnProjectile(map, target.Rotated(curDeviation * theta));
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SpawnProjectile(map, target.Rotated(curDeviation * theta));
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}
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}
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}
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}
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@ -23,12 +23,9 @@ public static class Physics
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var relVel = relIdle + relDir * speed;
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var relVel = relIdle + relDir * speed;
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var relSpeed = relVel.Length();
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var relSpeed = relVel.Length();
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GD.Print("Relative velocity: " + relVel);
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// get t = time to travel
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// get t = time to travel
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// = (|s2| - |s1|)/(|v2| - |v1|)
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// = (|s2| - |s1|)/(|v2| - |v1|)
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time = position.DistanceTo(targetPosition) / relSpeed;
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time = position.DistanceTo(targetPosition) / relSpeed;
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GD.Print("Time: " + time);
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// predict target's position after time t
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// predict target's position after time t
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return targetPosition + targetVelocity * time;
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return targetPosition + targetVelocity * time;
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@ -327,8 +327,6 @@ public partial class World : Node
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public void SpawnPlayer()
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public void SpawnPlayer()
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{
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{
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// TODO: add max health property
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// TODO: add max health property
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//CurrentPlayer.Health = 100;
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//CurrentPlayer.Sprite.Visible = true;
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if (CurrentMap.SceneFilePath != GlobalState.Stats.SaveMapKey)
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if (CurrentMap.SceneFilePath != GlobalState.Stats.SaveMapKey)
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{
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{
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LoadScene(GlobalState.Stats.SaveMapKey);
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LoadScene(GlobalState.Stats.SaveMapKey);
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