remove console logs
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@@ -16,34 +16,28 @@ function onkey(ev, key, down) {
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return false
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case KEY.X:
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player.jump = down
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// console.log('log Key X')
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shouldPanCameraDown({ canvas, cameraWithBox })
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ev.preventDefault()
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return false
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case KEY.Y:
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console.log('log shoot')
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// player.shooting = down
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shoot(player)
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ev.preventDefault()
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return false
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case KEY.UP:
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console.log('log Key Up')
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player.up = down
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shouldPanCameraDown({ canvas, cameraWithBox })
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ev.preventDefault()
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return false
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case KEY.DOWN:
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console.log('log Key Down')
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player.down = down
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ev.preventDefault()
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return false
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case KEY.ENTER:
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console.log('log Key Enter')
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player.interact = down
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ev.preventDefault()
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return false
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case KEY.SPACE:
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console.log('log Key Space')
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ev.preventDefault()
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return false
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}
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+1
-1
@@ -193,7 +193,7 @@ function main() {
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// ! Vielleicht kann ich statt des setup() an dieser Stelle auch eine gameStart() Funktion erstellen, die beim erstmaligen Start alles erledigt. Später wird dann ja immer die _initLevel() aufgerufen.
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setup(currentLevel.levelData) // ! Was brauche ich hier, damit das variabel alle Level laden kann?
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console.log('log monsters ', monsters)
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//console.log('log monsters ', monsters)
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frame()
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}
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+1
-1
@@ -367,7 +367,7 @@ function renderBullets(ctx, spriteAtlas, dt, frame) {
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ctx.fillRect(bullet.x, bullet.y, ammoType.width, ammoType.height)
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}
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if (bullet.sprites !== undefined) {
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console.log('log bullet entity ', bullet)
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// console.log('log bullet entity ', bullet)
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drawSprite(bullet, spriteAtlas, dt, frame)
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}
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}
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+1
-1
@@ -107,7 +107,7 @@ function setupEntity(obj, entityType, entityProperties, entityName) {
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? entityTemplate?.currentHitpoints
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: 1
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console.log('log entity ', player)
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// console.log('log entity ', player)
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var entity = {}
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entity.x = obj.x
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+3
-3
@@ -27,7 +27,7 @@ function updateMonsters(dt) {
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}
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function updateMonster(monster, dt) {
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monster.slimeMonster && console.log('log monster ', monster)
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// monster.slimeMonster && console.log('log monster ', monster)
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if (!monster.dead) {
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updateEntity(monster, dt)
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if (
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@@ -305,7 +305,7 @@ function reduceHitpoints(entity, damage, timeout) {
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}
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function killEntity(entity) {
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console.log('killEntity: ', entity)
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// console.log('killEntity: ', entity)
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if (entity.player === true) {
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killPlayer(entity)
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}
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@@ -322,7 +322,7 @@ function killPlayer(player) {
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globalObject.hitpoints = player.maxHitpoints
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globalObject.oxygen = globalObject.maxOxygen
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globalObject.lifes--
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console.log('log globalObject: ', globalObject.lifes)
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// console.log('log globalObject: ', globalObject.lifes)
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}
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function collectTreasure(t) {
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+1
-1
@@ -67,7 +67,7 @@ function music(src, volume) {
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// * Pause function
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function togglePause() {
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console.log('log togglePause', paused)
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// console.log('log togglePause', paused)
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if (!paused) {
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paused = true
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} else if (paused) {
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