godot-shooter / commit
Removed a lot of logging statements and added logging statements for setting the destination.
Bullet.gd | 2 -- CharacterTheme.tres | 3 ++- Enemy.gd | 6 +----- Player.tscn | 6 ++++-- World.gd | 3 +++ 5 files changed, 10 insertions(+), 10 deletions(-) diff --git a/Bullet.gd b/Bullet.gd index 1cb6e6a..17d71d2 100644 --- a/Bullet.gd +++ b/Bullet.gd @@ -14,7 +14,6 @@ func _physics_process(delta: float) -> void: position += transform.y * speed * delta func on_expiration(): - Utils.log("killing bullet") queue_free() func on_bullet_body_entered(body): @@ -22,7 +21,6 @@ func on_bullet_body_entered(body): var players = tree.get_nodes_in_group("player") var player = players[0] if body.has_method("hurt") && body != player: - Utils.log("removing bullet") body.hurt() var se = SmallExplosion.instance() get_parent().add_child(se) diff --git a/CharacterTheme.tres b/CharacterTheme.tres index c8671d0..52dfe6b 100644 --- a/CharacterTheme.tres +++ b/CharacterTheme.tres @@ -3,8 +3,9 @@ [ext_resource path="res://assets/Unique.ttf" type="DynamicFontData" id=1] [sub_resource type="DynamicFont" id=1] -size = 24 +size = 30 use_mipmaps = true +use_filter = true font_data = ExtResource( 1 ) [resource] diff --git a/Enemy.gd b/Enemy.gd index 8dd0993..c694f80 100644 --- a/Enemy.gd +++ b/Enemy.gd @@ -7,7 +7,7 @@ const Utils = preload("res://Utils.gd") const Explosion = preload("res://Explosion.tscn") const Smoke = preload("res://Smoke.tscn") -export var move_speed = 25 +export var move_speed = 40 export var health = -1 export var max_health = 10 export var is_targeted = false @@ -56,11 +56,9 @@ func _physics_process(_delta: float) -> void: func hurt(): if dead: return - Utils.log("zombie is hurt, health was ", health) health -= 1 var smoke = Smoke.instance() var smoke_pos = get_damage_point_on_body() - Utils.log("smoke pos", smoke_pos) smoke.position = smoke_pos add_child(smoke) if health <= 0: @@ -69,7 +67,6 @@ func hurt(): func kill(): if dead: return - Utils.log("zombie is dead") dead = true $Graphics/Alive.hide() $CollisionPolygon2D.queue_free() @@ -80,7 +77,6 @@ func kill(): emit_signal("enemy_killed") func _on_death_explosion_finished(): - Utils.log("removing zombie after explosion finished") $AnimationPlayer.play("fade_out") func get_damage_point_on_body() -> Vector2: diff --git a/Player.tscn b/Player.tscn index e99caba..969e601 100644 --- a/Player.tscn +++ b/Player.tscn @@ -59,14 +59,15 @@ margin_bottom = 40.0 color = Color( 0, 0, 0, 1 ) [node name="Panel" type="Panel" parent="CanvasLayer/CenterContainer/DeathScreen"] -margin_right = 199.0 -margin_bottom = 115.0 +margin_right = 250.0 +margin_bottom = 150.0 mouse_filter = 2 [node name="Label" type="Label" parent="CanvasLayer/CenterContainer/DeathScreen/Panel"] anchor_right = 1.0 margin_top = 50.0 margin_bottom = 14.0 +theme = ExtResource( 5 ) text = "Game Over" align = 1 valign = 1 @@ -76,6 +77,7 @@ anchor_top = 1.0 anchor_right = 1.0 anchor_bottom = 1.0 margin_top = -20.0 +theme = ExtResource( 5 ) text = "Restart" [node name="Camera2D" type="Camera2D" parent="."] diff --git a/World.gd b/World.gd index d0da9d7..39ce60a 100644 --- a/World.gd +++ b/World.gd @@ -31,6 +31,8 @@ func add_new_enemy(should_be_visible: bool = false) -> void: func _input(event: InputEvent) -> void: if event is InputEventScreenTouch: if event.pressed && !$Player.dead: + Utils.log("event position", event.position) + Utils.log("to_global(event.position)", to_global(event.position)) set_destination(to_global(event.position)) func _process(_delta: float) -> void: @@ -48,6 +50,7 @@ func _process(_delta: float) -> void: $Player.velocity = Vector2.ZERO func set_destination(pos: Vector2) -> void: + Utils.log("setting destination to ", pos) destination = pos is_destination_set = true $Destination.position = pos