diff --git a/dev-assets/doodads/box/box.js b/dev-assets/doodads/box/box.js index b78c83d..0ca950a 100644 --- a/dev-assets/doodads/box/box.js +++ b/dev-assets/doodads/box/box.js @@ -22,7 +22,6 @@ function main() { // Be sure to position them snug on top. // TODO: this might be a nice general solution in the // collision detector... - console.log("new box code"); e.Actor.MoveTo(Point( e.Actor.Position().X, Self.Position().Y - e.Actor.Hitbox().Y - e.Actor.Hitbox().H - 2, diff --git a/dev-assets/doodads/gems/totem.js b/dev-assets/doodads/gems/totem.js index b2e494f..3598f50 100644 --- a/dev-assets/doodads/gems/totem.js +++ b/dev-assets/doodads/gems/totem.js @@ -35,8 +35,6 @@ function main() { } } - console.log("Totem %s is linked to %d neighbors", Self.ID(), Object.keys(totems).length); - // Shimmer animation is just like the gemstones: first 4 frames // are the filled socket sprites. Self.AddAnimation("shimmer", 100, [0, 1, 2, 3, 0]); @@ -81,14 +79,10 @@ function tryPower() { return; } - console.log("Totem %s (%s) tries power", Self.ID(), Self.Filename); - // Can't if any of our linked totems aren't activated. try { for (let totemId of Object.keys(totems)) { - console.log("Totem %s (%s) sees linked totem %s", Self.ID(), Self.Filename, totemId); if (totems[totemId] === false) { - console.log("Can't, a linked totem not active!"); return; } } @@ -98,11 +92,9 @@ function tryPower() { // Can't if we aren't powered. if (activated === false) { - console.log("Can't, we are not active!"); return; } // Emit power! - console.log("POWER!"); Message.Publish("power", true); } \ No newline at end of file diff --git a/dev-assets/doodads/snake/snake.js b/dev-assets/doodads/snake/snake.js index e8b2aaf..952f742 100644 --- a/dev-assets/doodads/snake/snake.js +++ b/dev-assets/doodads/snake/snake.js @@ -66,15 +66,12 @@ function main() { } if (delta < watchRadius) { - console.log("Player is nearby snake! %d", delta); nearby = true; } // If we are idle and the player is jumping nearby... if (state == states.idle && nearby && Self.Grounded()) { if (playerPoint.Y - point.Y+(size.H/2) < 20) { - console.warn("Player is jumping near us!") - // Enter attack state. if (time.Since(jumpCooldownStart) > 500 * time.Millisecond) { state = states.attacking; @@ -88,7 +85,6 @@ function main() { // If we are attacking and gravity has claimed us back. if (state === states.attacking && Self.Grounded()) { - console.log("Landed again after jump!"); state = states.idle; jumpCooldownStart = time.Now(); Self.StopAnimation();