diff --git a/entities/bee/states/bee_gather.gd b/entities/bee/states/bee_gather.gd index 5723b97..18f9a5f 100644 --- a/entities/bee/states/bee_gather.gd +++ b/entities/bee/states/bee_gather.gd @@ -7,7 +7,6 @@ class_name BeeGathering var time_at_patch : float = 0.0 func enter(_msg := {}): - Log.pr("I am going to attempt to gather some stuff!") bee.just_gathering = true #animator.play("Idle") diff --git a/entities/bee/states/bee_idle.gd b/entities/bee/states/bee_idle.gd index c1f4577..6a7ea26 100644 --- a/entities/bee/states/bee_idle.gd +++ b/entities/bee/states/bee_idle.gd @@ -6,7 +6,6 @@ class_name BeeIdle var idle_time : float = 0.0 func enter(_msg := {}): - Log.pr("I sit by idl-bee") #animator.play("Idle") pass @@ -15,7 +14,6 @@ func update(delta : float): idle_time += delta if idle_time > 2.0: - Log.pr("Been idle for 2 seconds, check for something to do...") find_something_to_do() idle_time = 0.0 pass @@ -23,10 +21,8 @@ func update(delta : float): func find_something_to_do(): if bee.nectar > 0: ## Bee has pollen - head home - Log.pr(bee, "I have nectar, I should return to the hive") state_transition.emit(self, "Travelling") else: ## Bee has no pollen - they should move to a flower - Log.pr(bee, "I have no nectar, I should find a flower") state_transition.emit(self, "Travelling") pass diff --git a/entities/bee/states/bee_returning.gd b/entities/bee/states/bee_returning.gd index 0d59fa2..da5262c 100644 --- a/entities/bee/states/bee_returning.gd +++ b/entities/bee/states/bee_returning.gd @@ -5,11 +5,8 @@ class_name BeeReturning @onready var target = get_tree().get_first_node_in_group("beehive") func enter(_msg := {}): - Log.pr("I return to the hive!") - bee.animation_player.play("Flying") - func update(delta : float) -> void: if target: diff --git a/entities/bee/states/bee_sleeping.gd b/entities/bee/states/bee_sleeping.gd index 83ee7fd..044fc4d 100644 --- a/entities/bee/states/bee_sleeping.gd +++ b/entities/bee/states/bee_sleeping.gd @@ -6,12 +6,7 @@ class_name BeeSleeping var time_at_patch : float = 0.0 func enter(_msg := {}): - Log.pr("BuzzzZZZzzzZZZZzzz (Sleeping)!") - #animator.play("Idle") - -func update(_delta : float): - - # If there is a dancing bee in range of the hive then - # we have a chance to wake up the bee... + pass +func update(_delta): pass \ No newline at end of file diff --git a/entities/bee/states/bee_travelling.gd b/entities/bee/states/bee_travelling.gd index b08f7c5..fc92244 100644 --- a/entities/bee/states/bee_travelling.gd +++ b/entities/bee/states/bee_travelling.gd @@ -8,7 +8,6 @@ class_name BeeTravelling var return_to_hive : bool = false func enter(_msg := {}): - Log.pr("I am on the move!") return_to_hive = false ## Get the next target location from the bee if bee.just_gathering: @@ -17,11 +16,8 @@ func enter(_msg := {}): else: target = bee.get_next_target() - Log.pr(bee, target) - # If we have no target, we are returning to the hive if !target: - Log.pr("No more drones to visit, going to go back to the hive") return_to_hive = true bee.animation_player.play("Flying") diff --git a/entities/scripts/bee.gd b/entities/scripts/bee.gd index cfab9ed..21142e0 100644 --- a/entities/scripts/bee.gd +++ b/entities/scripts/bee.gd @@ -15,13 +15,8 @@ var in_range_of_flowers : bool = false var just_gathering : bool = false # Used to check if the bee has just been gathering to return to their previous director func _ready(): - speed = randi_range(35,55) # Randomise the bee speed a bit - Log.pr("I have never bee-n so ready!") - - Log.pr(fsm.current_state.name) - func get_current_director(): return drone_manager.get_director(latest_target_director) @@ -32,27 +27,21 @@ func get_current_director(): ## If we are at the highest director, we need to go to a flower func get_next_target(): if nectar == 0: - Log.pr("I have no nectar") ## If there is a next directory drone, lets go to it var next_drone = drone_manager.get_next_director(latest_target_director) if next_drone: - Log.pr("Next drone target", next_drone) latest_target_director = next_drone.visit_order return next_drone ## If there is no next drone, check for a collector drone var collector_drone = drone_manager.get_collector() if collector_drone: - Log.pr("Collector drone target", collector_drone) return collector_drone else: - Log.pr("I have nectar") - ## Let's go home, we need the previous director drones location var previous_drone = drone_manager.get_previous_director(latest_target_director) if previous_drone: - Log.pr("Previous drone target", previous_drone) latest_target_director = previous_drone.visit_order return previous_drone diff --git a/entities/scripts/bee_hit_box.gd b/entities/scripts/bee_hit_box.gd index 51b9cec..137c26c 100644 --- a/entities/scripts/bee_hit_box.gd +++ b/entities/scripts/bee_hit_box.gd @@ -10,10 +10,8 @@ func _on_area_entered(area:Area2D): ## Check if the area entered is a flower patch if area.is_in_group("flowers"): bee.in_range_of_flowers = true - Log.pr("I found some flowers!") func _on_area_exited(area:Area2D): ## Check if the area exited is a flower patch if area.is_in_group("flowers"): - bee.in_range_of_flowers = false - Log.pr("I left the flowers!") \ No newline at end of file + bee.in_range_of_flowers = false \ No newline at end of file diff --git a/entities/scripts/beehive.gd b/entities/scripts/beehive.gd index cd192ba..b0957a2 100644 --- a/entities/scripts/beehive.gd +++ b/entities/scripts/beehive.gd @@ -3,16 +3,10 @@ class_name Beehive var dancer_in_range : bool = false -func _ready(): - Log.pr("Beehive has joined the party") - func _on_area_2d_area_entered(area:Area2D): - Log.pr("Beehive: Area entered", area) if area.is_in_group("dancer"): dancer_in_range = true - print("Dancer in range") func _on_area_2d_area_exited(area:Area2D): if area.is_in_group("dancer"): dancer_in_range = false - print("Dancer out of range") diff --git a/entities/scripts/finite_state_machine.gd b/entities/scripts/finite_state_machine.gd index 06c0d02..514105f 100644 --- a/entities/scripts/finite_state_machine.gd +++ b/entities/scripts/finite_state_machine.gd @@ -10,14 +10,11 @@ var current_state : State # everything that uses a state machine! func _ready(): - Log.pr("FSM Ready") for child in get_children(): if child is State: states[child.name.to_lower()] = child child.state_transition.connect(change_state) - Log.pr(states) - if initial_state: initial_state.enter() current_state = initial_state diff --git a/scenes/scripts/bee_spawner.gd b/scenes/scripts/bee_spawner.gd index 051c242..2b0be8b 100644 --- a/scenes/scripts/bee_spawner.gd +++ b/scenes/scripts/bee_spawner.gd @@ -10,9 +10,6 @@ var max_bees = 100 var spawn_interval = 0.5 var spawn_timer = 0.0 -func _ready(): - Log.pr("Bee Spawner ready") - func spawn_bee(): var bee_instance = bee.instantiate() add_child(bee_instance) diff --git a/scenes/scripts/drone_manager.gd b/scenes/scripts/drone_manager.gd index 2c7c3d1..97cdcad 100644 --- a/scenes/scripts/drone_manager.gd +++ b/scenes/scripts/drone_manager.gd @@ -16,9 +16,6 @@ var director_drones : Array = [] # List of all director drones in the world @onready var distractor_drone = preload("res://entities/DistractorDrone.tscn") @onready var collector_drone = preload("res://entities/CollectorDrone.tscn") -func _ready() -> void: - Log.pr("Drone Manager Ready...") - ## Function to detect right click event func _input(event) -> void: if spawning_drone: diff --git a/scenes/scripts/test_level.gd b/scenes/scripts/test_level.gd index a6c2d17..e251cf8 100644 --- a/scenes/scripts/test_level.gd +++ b/scenes/scripts/test_level.gd @@ -1,11 +1 @@ extends Node2D - - -# Called when the node enters the scene tree for the first time. -func _ready(): - Log.pr("Hello there...") - - -# Called every frame. 'delta' is the elapsed time since the previous frame. -func _process(_delta): - pass diff --git a/scenes/test_level.tscn b/scenes/test_level.tscn index 58e984c..8839067 100644 --- a/scenes/test_level.tscn +++ b/scenes/test_level.tscn @@ -61,9 +61,10 @@ script = ExtResource("3_gg2a6") shape = SubResource("CircleShape2D_ewfly") [node name="Dog" type="Polygon2D" parent="."] -position = Vector2(-354, 53) +position = Vector2(796, 426) color = Color(0.803922, 0.407843, 0.239216, 1) -polygon = PackedVector2Array(819, 301, 866, 278, 888, 364, 842, 319, 832, 373, 806, 423, 775, 424, 754, 377, 762, 319, 728, 360, 739, 263, 765, 284) +offset = Vector2(0, -15) +polygon = PackedVector2Array(17, -32, 57, -45, 51, 27, 29, -5, 31, 27, 15, 57, -15, 55, -29, 31, -23, -9, -51, 25, -53, -43, -17, -32) [node name="BeeSpawner" type="Node2D" parent="."] script = ExtResource("2_qqqq4") diff --git a/ui/scripts/ui_component.gd b/ui/scripts/ui_component.gd index 7ee9a5f..0690bfe 100644 --- a/ui/scripts/ui_component.gd +++ b/ui/scripts/ui_component.gd @@ -7,7 +7,6 @@ var last_update : float = 0 @onready var nectar_bar = get_node("%NectarBar") func _ready(): - Log.pr("UIComponent ready") update_ui() func _process(delta): @@ -17,8 +16,9 @@ func _process(delta): last_update = 0 update_ui() -func update_ui(): - Log.pr("UIComponent update_ui") + if GameState.level_complete: + update_ui() +func update_ui(): nectar_bar.value = GameState.gathered_nectar nectar_bar.max_value = GameState.required_nectar diff --git a/utility/game_state.gd b/utility/game_state.gd index a0c6a88..5290597 100644 --- a/utility/game_state.gd +++ b/utility/game_state.gd @@ -12,12 +12,8 @@ var gathered_nectar : int = 0 : @export var required_nectar : int = 100 -func _ready(): - Log.pr("GameStateManager ready") - func add_nectar(): gathered_nectar += 1 - Log.pr("Nectar gathered", gathered_nectar) func game_win(): Log.pr("Game win")