remove console logs

This commit is contained in:
StrangeD0s
2023-02-18 21:07:38 +01:00
parent 35bf935ccc
commit 4ec4e0ad24
9 changed files with 452 additions and 29 deletions
+2 -1
View File
@@ -36,7 +36,7 @@ Simple JS platformer to modify and extend.
- [x] Die properties werden als Array exportiert. Da brauche ich in der setup Funktion noch eine Function um die zu Konviertieren.
- [x] Globales Objekt bauen mit einem einzigen Wert ("life = 3" z.B.), den ich immer Anzeige und der über die Level hinaus bestehen bleibt.
- [ ] fix Frame Rate on Mobile (<https://spicyyoghurt.com/tutorials/html5-javascript-game-development/create-a-proper-game-loop-with-requestanimationframe>)
- [ ] fix Frame Rate on Mobile (<https://spicyyoghurt.com/tutorials/html5-javascript-game-development/create-a-proper-game-loop-with-requestanimationframe>). Das ist möglicherweise nur mit WebGL möglich.
- [ ] Gravity Variable für verschiedene Umgebungen (Land, Wasser, Space)
- [ ] Verschiedene Biomes
@@ -48,6 +48,7 @@ Simple JS platformer to modify and extend.
- [ ] Forest World
- [ ] Techno World
- [ ] Getters und Setters auswerfen und entsprechend umbauen (siehe <https://stackoverflow.com/questions/34034474/canvas-game-frame-rate-drop-30fps-also-randomly-stuttering-janking>)
- [ ] Fix Scaling bei verschiedenen Level-Größen (protrait ist broken)
### Welche Assets nutze ich
+1 -1
View File
@@ -20,7 +20,7 @@
- Swimming with depleting oxygen
- 1 vehicle
- Winning condition
- Winning condition (Item X einsammeln und zu Punkt Y bringen. Damit kann ich auch alle möglichen anderen conditions abbilden, z.B. verschlossene Türen öffnen, Raumschiff mit Ersatzteilen reparieren etc.)
## Biomes & Levelsetups
+442 -14
View File
@@ -1,15 +1,443 @@
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boxShadow: '0 0 0 1px rgba(0,0,0,.1)',
},
column: { background: '#777', backgroundColor: 'rgba(0,0,0,.2)' },
})
j.theme.transparent = j.extend({}, s, {
heatmaps: [{ saturation: 0.8, lightness: 0.5 }],
container: {
padding: 0,
color: '#fff',
textShadow: '1px 1px 0 rgba(0,0,0,.5)',
},
count: { padding: '0 5px', height: '40px', lineHeight: '40px' },
legend: { padding: '0 5px', height: '40px', lineHeight: '42px' },
graph: { height: '40px' },
column: {
width: 5,
background: '#999',
heatOn: 'backgroundColor',
opacity: 0.5,
},
})
})(window, FPSMeter)
-6
View File
@@ -16,34 +16,28 @@ function onkey(ev, key, down) {
return false
case KEY.X:
player.jump = down
// console.log('log Key X')
shouldPanCameraDown({ canvas, cameraWithBox })
ev.preventDefault()
return false
case KEY.Y:
console.log('log shoot')
// player.shooting = down
shoot(player)
ev.preventDefault()
return false
case KEY.UP:
console.log('log Key Up')
player.up = down
shouldPanCameraDown({ canvas, cameraWithBox })
ev.preventDefault()
return false
case KEY.DOWN:
console.log('log Key Down')
player.down = down
ev.preventDefault()
return false
case KEY.ENTER:
console.log('log Key Enter')
player.interact = down
ev.preventDefault()
return false
case KEY.SPACE:
console.log('log Key Space')
ev.preventDefault()
return false
}
+1 -1
View File
@@ -193,7 +193,7 @@ function main() {
// ! 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.
setup(currentLevel.levelData) // ! Was brauche ich hier, damit das variabel alle Level laden kann?
console.log('log monsters ', monsters)
//console.log('log monsters ', monsters)
frame()
}
+1 -1
View File
@@ -367,7 +367,7 @@ function renderBullets(ctx, spriteAtlas, dt, frame) {
ctx.fillRect(bullet.x, bullet.y, ammoType.width, ammoType.height)
}
if (bullet.sprites !== undefined) {
console.log('log bullet entity ', bullet)
// console.log('log bullet entity ', bullet)
drawSprite(bullet, spriteAtlas, dt, frame)
}
}
+1 -1
View File
@@ -107,7 +107,7 @@ function setupEntity(obj, entityType, entityProperties, entityName) {
? entityTemplate?.currentHitpoints
: 1
console.log('log entity ', player)
// console.log('log entity ', player)
var entity = {}
entity.x = obj.x
+3 -3
View File
@@ -27,7 +27,7 @@ function updateMonsters(dt) {
}
function updateMonster(monster, dt) {
monster.slimeMonster && console.log('log monster ', monster)
// monster.slimeMonster && console.log('log monster ', monster)
if (!monster.dead) {
updateEntity(monster, dt)
if (
@@ -305,7 +305,7 @@ function reduceHitpoints(entity, damage, timeout) {
}
function killEntity(entity) {
console.log('killEntity: ', entity)
// console.log('killEntity: ', entity)
if (entity.player === true) {
killPlayer(entity)
}
@@ -322,7 +322,7 @@ function killPlayer(player) {
globalObject.hitpoints = player.maxHitpoints
globalObject.oxygen = globalObject.maxOxygen
globalObject.lifes--
console.log('log globalObject: ', globalObject.lifes)
// console.log('log globalObject: ', globalObject.lifes)
}
function collectTreasure(t) {
+1 -1
View File
@@ -67,7 +67,7 @@ function music(src, volume) {
// * Pause function
function togglePause() {
console.log('log togglePause', paused)
// console.log('log togglePause', paused)
if (!paused) {
paused = true
} else if (paused) {