From dfa5a4888868361e3cef3c9773aca01a7aabb6dd Mon Sep 17 00:00:00 2001 From: TheThomaas Date: Sun, 11 Oct 2026 21:23:40 +0200 Subject: [PATCH] Remove debug print messages --- game/battle/battle_launcher.gd | 5 ----- game/battle/battle_ui.gd | 7 +------ game/battle/battle_world_presenter.gd | 1 - 3 files changed, 1 insertion(+), 12 deletions(-) diff --git a/game/battle/battle_launcher.gd b/game/battle/battle_launcher.gd index e6e3c41..1f58bf5 100644 --- a/game/battle/battle_launcher.gd +++ b/game/battle/battle_launcher.gd @@ -19,10 +19,8 @@ var _running : bool = false func _ready() -> void: process_mode = Node.PROCESS_MODE_ALWAYS GameData.battle_requested.connect(_on_battle_requested) - print("[BattleLauncher] pret, en attente de GameData.battle_requested") func _on_battle_requested(sent : SentPokemon, target : Node) -> void: - print("[BattleLauncher] battle_requested recu (cible : %s)" % target) if _running: push_warning("[BattleLauncher] un combat est deja en cours") return @@ -64,7 +62,6 @@ func start_encounter(encounter : BattleEncounter, enemy_pos : Vector3, sent : Se push_warning("[BattleLauncher] combat invalide : chaque camp doit avoir un participant avec un pokemon apte. Participants : " + ", ".join(details) + ". Verifie que l'Encounter contient bien une espece (wild_pokemon / trainer) et que ton equipe a un pokemon non K.O.") ui.queue_free() return Battle.Outcome.NONE - print("[BattleLauncher] combat lance : %d participants" % setup.participants.size()) _running = true GameData.in_battle = true @@ -84,9 +81,7 @@ func start_encounter(encounter : BattleEncounter, enemy_pos : Vector3, sent : Se var presenter := BattleWorldPresenter.new(ui) var battle := Battle.new(setup, presenter) presenter.setup(battle, player_pos, enemy_pos, world_root, game_camera) - print("[BattleLauncher] formation et camera prets, UI : visible=%s layer=%d" % [ui.visible, ui.layer]) #suivi : a retirer ensuite var outcome : Battle.Outcome = await battle.run() - print("[BattleLauncher] combat termine : %s" % Battle.Outcome.keys()[outcome]) #suivi : a retirer ensuite await presenter.cleanup() ui.queue_free() diff --git a/game/battle/battle_ui.gd b/game/battle/battle_ui.gd index eede257..d01f2fb 100644 --- a/game/battle/battle_ui.gd +++ b/game/battle/battle_ui.gd @@ -28,14 +28,12 @@ var _skip_requested : bool = false var _prev_mouse_mode : Input.MouseMode = Input.MOUSE_MODE_VISIBLE var _mouse_saved : bool = false -var _debug_messages : int = 0 #suivi temporaire func _ready() -> void: layer = 50 process_mode = Node.PROCESS_MODE_ALWAYS #le monde est en pause pendant le combat _build_ui() - print("[BattleUI] pret (layer %d, paused=%s)" % [layer, get_tree().paused]) #suivi : a retirer ensuite - + _prev_mouse_mode = Input.mouse_mode _mouse_saved = true Input.mouse_mode = Input.MOUSE_MODE_VISIBLE @@ -121,9 +119,6 @@ func _corner(parent : Control, preset : Control.LayoutPreset, margins : Dictiona #---------- messages ---------- func show_message(text : String, duration : float = 1.1) -> void: - if _debug_messages < 4: #suivi temporaire : les 4 premiers messages seulement - _debug_messages += 1 - print("[BattleUI] message : " + text) _text_label.text = text _text_panel.show() await _wait(duration) diff --git a/game/battle/battle_world_presenter.gd b/game/battle/battle_world_presenter.gd index 19f5629..3ad32d9 100644 --- a/game/battle/battle_world_presenter.gd +++ b/game/battle/battle_world_presenter.gd @@ -77,7 +77,6 @@ func _start_camera(max_slots : int) -> void: _camera.global_transform = _previous_camera.global_transform if _previous_camera else final_transform if _previous_camera: _camera.fov = _previous_camera.fov _camera.make_current() - print("[BattleCamera] camera du jeu : %s | camera de combat : parent=%s, current=%s" % [_previous_camera, _camera.get_parent().get_path(), _camera.current]) #suivi : a retirer ensuite var tween : Tween = ui.create_tween() tween.tween_property(_camera, "global_transform", final_transform, camera_move_time).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)