Remove debug print messages

This commit is contained in:
TheThomaas 2026-10-11 21:23:40 +02:00
parent 3eb9cdf1ec
commit dfa5a48888
3 changed files with 1 additions and 12 deletions

View file

@ -19,10 +19,8 @@ var _running : bool = false
func _ready() -> void: func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS process_mode = Node.PROCESS_MODE_ALWAYS
GameData.battle_requested.connect(_on_battle_requested) 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: func _on_battle_requested(sent : SentPokemon, target : Node) -> void:
print("[BattleLauncher] battle_requested recu (cible : %s)" % target)
if _running: if _running:
push_warning("[BattleLauncher] un combat est deja en cours") push_warning("[BattleLauncher] un combat est deja en cours")
return 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.") 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() ui.queue_free()
return Battle.Outcome.NONE return Battle.Outcome.NONE
print("[BattleLauncher] combat lance : %d participants" % setup.participants.size())
_running = true _running = true
GameData.in_battle = 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 presenter := BattleWorldPresenter.new(ui)
var battle := Battle.new(setup, presenter) var battle := Battle.new(setup, presenter)
presenter.setup(battle, player_pos, enemy_pos, world_root, game_camera) 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() var outcome : Battle.Outcome = await battle.run()
print("[BattleLauncher] combat termine : %s" % Battle.Outcome.keys()[outcome]) #suivi : a retirer ensuite
await presenter.cleanup() await presenter.cleanup()
ui.queue_free() ui.queue_free()

View file

@ -28,14 +28,12 @@ var _skip_requested : bool = false
var _prev_mouse_mode : Input.MouseMode = Input.MOUSE_MODE_VISIBLE var _prev_mouse_mode : Input.MouseMode = Input.MOUSE_MODE_VISIBLE
var _mouse_saved : bool = false var _mouse_saved : bool = false
var _debug_messages : int = 0 #suivi temporaire
func _ready() -> void: func _ready() -> void:
layer = 50 layer = 50
process_mode = Node.PROCESS_MODE_ALWAYS #le monde est en pause pendant le combat process_mode = Node.PROCESS_MODE_ALWAYS #le monde est en pause pendant le combat
_build_ui() _build_ui()
print("[BattleUI] pret (layer %d, paused=%s)" % [layer, get_tree().paused]) #suivi : a retirer ensuite
_prev_mouse_mode = Input.mouse_mode _prev_mouse_mode = Input.mouse_mode
_mouse_saved = true _mouse_saved = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
@ -121,9 +119,6 @@ func _corner(parent : Control, preset : Control.LayoutPreset, margins : Dictiona
#---------- messages ---------- #---------- messages ----------
func show_message(text : String, duration : float = 1.1) -> void: 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_label.text = text
_text_panel.show() _text_panel.show()
await _wait(duration) await _wait(duration)

View file

@ -77,7 +77,6 @@ func _start_camera(max_slots : int) -> void:
_camera.global_transform = _previous_camera.global_transform if _previous_camera else final_transform _camera.global_transform = _previous_camera.global_transform if _previous_camera else final_transform
if _previous_camera: _camera.fov = _previous_camera.fov if _previous_camera: _camera.fov = _previous_camera.fov
_camera.make_current() _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() 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) tween.tween_property(_camera, "global_transform", final_transform, camera_move_time).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)