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Remove debug feedback.

master
Cidney Hamilton 11 months ago
parent
commit
81ce4c68cb
  1. 4
      scripts/Island.gd
  2. 15
      scripts/Plant.gd
  3. 3
      scripts/Player.gd
  4. 4
      scripts/ui/Title.gd

4
scripts/Island.gd

@ -45,12 +45,12 @@ func _on_started_game() -> void:
func _on_Plant_resurrected() -> void:
if is_dead():
num_resurrected_mangroves += 1
print("Resurrected: " + str(num_resurrected_mangroves) + " mangroves, need to resurrect: " + str(max_mangroves))
# print("Resurrected: " + str(num_resurrected_mangroves) + " mangroves, need to resurrect: " + str(max_mangroves))
if num_resurrected_mangroves == max_mangroves:
start_irrigating()
elif is_watered():
num_resurrected_plants += 1
print("Resurrected: " + str(num_resurrected_plants) + " land plants, need to resurrect: " + str(max_resurrected_plants))
# print("Resurrected: " + str(num_resurrected_plants) + " land plants, need to resurrect: " + str(max_resurrected_plants))
if num_resurrected_plants == max_resurrected_plants:
start_reviving()
show_revival_text()

15
scripts/Plant.gd

@ -31,13 +31,13 @@ func _input_event(viewport, event, shape_idx) -> void:
# Callback when a spell is finished
func _on_finished_spell() -> void:
if state == PlantState.RESURRECTING:
print("This plant is being resurrected; finish resurrecting it.")
# print("This plant is being resurrected; finish resurrecting it.")
resurrect()
# Callback when the player's arm lowers
func _on_finished_lowering_arms() -> void:
if state == PlantState.RESURRECTING:
print("This plant is still being flagged as resurrecting, even though her arms are lowered.")
# print("This plant is still being flagged as resurrecting, even though her arms are lowered.")
state = PlantState.DEAD
# After the growing animation is finished, make sure the plant remains alive
@ -56,7 +56,7 @@ func on_click() -> void:
if island.is_unavailable():
speak("I can't reach those islands.")
elif state == PlantState.RESURRECTING:
print("This is currently resurrecting; do nothing")
# print("This is currently resurrecting; do nothing")
return
elif state == PlantState.ALIVE:
speak("That plant is doing just fine now.")
@ -70,7 +70,8 @@ func on_click() -> void:
elif island.is_watered():
start_resurrect()
else:
print("State not found")
# print("State not found")
pass
# Start resurrecting the plant
func start_resurrect() -> void:
@ -79,9 +80,11 @@ func start_resurrect() -> void:
state = PlantState.RESURRECTING
Main.emit_signal("plant_targeted")
elif state == PlantState.ALIVE:
print("Plant is already alive")
# print("Plant is already alive")
pass
else:
print("Plant trying to start resurrect on is being resurrected.")
# print("Plant trying to start resurrect on is being resurrected.")
pass
# Returns true if this is a mangrove
func is_mangrove() -> bool:

3
scripts/Player.gd

@ -29,7 +29,8 @@ func cast_spell() -> void:
state = PlayerState.CASTING_SPELL
animator.play("arms_rising")
else:
print("Already in the middle of casting a spell")
# print("Already in the middle of casting a spell")
pass
func finish_resurrect() -> void:
animator.play("arms_falling")

4
scripts/ui/Title.gd

@ -36,9 +36,9 @@ func sfx() -> void:
Main.emit_signal("play_sfx", "button-press")
func title_music() -> void:
print("Switch to title track.")
# print("Switch to title track.")
Main.emit_signal("play_title")
func game_music() -> void:
print("Switch to game loop track.")
# print("Switch to game loop track.")
Main.emit_signal("play_game")
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