diff --git a/buildings/building_behavior.gd b/buildings/building_behavior.gd index 564a042..71bd411 100644 --- a/buildings/building_behavior.gd +++ b/buildings/building_behavior.gd @@ -32,7 +32,6 @@ func _on_building_destroyed_from(global_pos: Vector3) -> void: t.tween_interval(2.) for mesh in meshes: - print("mesh = ", mesh) var t2 = t if not first: t2 = t.parallel() t2.tween_property(mesh, "transparency", 1., 0.5) diff --git a/enemies/charging_car/charger_behavior.gd b/enemies/charging_car/charger_behavior.gd index 2caf72e..996ff3a 100644 --- a/enemies/charging_car/charger_behavior.gd +++ b/enemies/charging_car/charger_behavior.gd @@ -42,8 +42,7 @@ func _not_charging_process(delta: float) -> void: var player_pos := Player.instance.global_position - if global_position.distance_to(player_pos) > 15.: - print("too far") + if global_position.distance_to(player_pos) > 25.: coolup = 0. return @@ -57,7 +56,6 @@ func _not_charging_process(delta: float) -> void: if coolup > CHARGE_COOLUP: _start_charge() else: - print("raycast failed") coolup = 0. func _charging_process(delta: float) -> void: diff --git a/player/player.gd b/player/player.gd index 913a430..19b7336 100644 --- a/player/player.gd +++ b/player/player.gd @@ -171,12 +171,6 @@ func _process(delta: float) -> void: else: %Tank.rotation.y = opp_dir.angle() - # print("tank_angle = ", %Tank.rotation.y, "; angle = ", angle, "; angle2 = ", angle2) - # if (abs(angle - %Tank.rotation.y) <= abs(angle2 - %Tank.rotation.y)): - # %Tank.rotation.y = angle - # else: - # %Tank.rotation.y = angle2 - func damage(damager: Node3D) -> void: if health <= 0: return if state == State.DASHING: