Remove debug print statements from requirement_component and game_manager; update project settings for movie writer

This commit is contained in:
2025-05-03 08:30:18 +02:00
parent 68f358feee
commit e286908e46
3 changed files with 5 additions and 7 deletions

View File

@@ -51,6 +51,11 @@ window/stretch/scale_mode="integer"
project/assembly_name="Mr. Brick Adventures" project/assembly_name="Mr. Brick Adventures"
[editor]
movie_writer/movie_file="/home/gabriel/dev/ppc_v2/movies/movie.avi"
movie_writer/fps=24
[editor_plugins] [editor_plugins]
enabled=PackedStringArray("res://addons/guide/plugin.cfg", "res://addons/phantom_camera/plugin.cfg") enabled=PackedStringArray("res://addons/guide/plugin.cfg", "res://addons/phantom_camera/plugin.cfg")

View File

@@ -20,7 +20,6 @@ func _ready() -> void:
func on_collected(amount: int, type: CollectableResource.CollectableType) -> void: func on_collected(amount: int, type: CollectableResource.CollectableType) -> void:
print("Collected: ", amount, " of type: ", str(type))
if type != requirement_type: if type != requirement_type:
return return
add_progress(amount) add_progress(amount)

View File

@@ -36,9 +36,6 @@ func get_colllectable_nodes() -> Array[CollectableComponent]:
collectable_component = node.get_node_or_null("CollectableComponent") collectable_component = node.get_node_or_null("CollectableComponent")
if not collectable_component: if not collectable_component:
continue continue
if collectable_component.collectable_data.type == CollectableResource.CollectableType.KID:
print("Kid collectable found: ", collectable_component.get_parent().name)
collectable_nodes.append(collectable_component) collectable_nodes.append(collectable_component)
return collectable_nodes return collectable_nodes
@@ -126,6 +123,3 @@ func unlock_level(level_index: int) -> void:
func try_to_go_to_next_level() -> void: func try_to_go_to_next_level() -> void:
if player_state["current_level"] + 1 < level_scenes.size() and player_state["current_level"] + 1 in player_state["unlocked_levels"]: if player_state["current_level"] + 1 < level_scenes.size() and player_state["current_level"] + 1 in player_state["unlocked_levels"]:
player_state["current_level"] += 1 player_state["current_level"] += 1
print("Going to next level: ", player_state["current_level"])
else:
print("No more levels to go to.")