remove noisy logs

main
Matthias 1 year ago
parent f768723d88
commit f6a7cfaafb

@ -497,7 +497,7 @@
<point/>
</object>
</objectgroup>
<objectgroup id="12" name="SFX" visible="0">
<objectgroup id="12" name="SFX">
<object id="6" x="1536" y="3008" width="384" height="704">
<properties>
<property name="ground" value="indoor"/>

@ -11,13 +11,12 @@ public class SoundEngine {
private val musicTracks: ThreadLocal<HashMap<String, Music>> =
ThreadLocal.withInitial() { HashMap() }
lateinit var backgroundMusic : Music
lateinit var backgroundMusic: Music
fun play(gameSound: GameSound, volume: Float = 1f) {
if (gameSound is GameSoundEffect) {
val sound = loadEffect(gameSound.name)
sound.play(volume)
println("Playing sound ${gameSound.name}")
} else if (gameSound is GameMusic) {
backgroundMusic = loadMusic(gameSound.name)
backgroundMusic.volume = volume

@ -1,23 +1,19 @@
package com.last.commit.map
import GameState
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.maps.objects.RectangleMapObject
import com.badlogic.gdx.maps.tiled.TiledMap
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer
import com.badlogic.gdx.maps.tiled.TmxMapLoader
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer
import com.badlogic.gdx.math.Rectangle
import com.badlogic.gdx.math.Vector2
import com.badlogic.gdx.utils.Array
import com.badlogic.gdx.scenes.scene2d.ui.Image
import com.last.commit.Collidable
import com.last.commit.Player
import com.last.commit.Wall
import com.last.commit.audio.GameSoundEffect
import com.last.commit.inventory.InventoryItemTextureLoader
import GameState
class TimeMap(fileName: String, val state: GameState) {
@ -120,7 +116,6 @@ class TimeMap(fileName: String, val state: GameState) {
fun interactWith(x: Float, y: Float, blockingCollider: Rectangle) {
val gridX = x.toInt() / CELL_SIZE
val gridY = y.toInt() / CELL_SIZE
println("Interacting with element at $gridX:$gridY")
//if no door is found return
val interactable: Interactable = this.findInteractableAtPosition(gridX, gridY) ?: return

@ -1,7 +1,6 @@
package com.last.commit.screen
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.OrthographicCamera
@ -65,18 +64,20 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
gameState.soundEngine.play(GameMusic.WORLD_MUSIC, 0.25f)
}
override fun handleKeyInput(action: ActionCommand) {
if (!pause) {
when (action) {
ActionCommand.INTERACT -> {
openDoor()
}
ActionCommand.TIME_TRAVEL -> {
map.teleport(player)
}
else -> {}
}
println(action)
if (action == ActionCommand.OPEN_MENU) {
//Gdx.app.exit()
parent.changeScreen(Screens.MAIN_MENU)
@ -89,10 +90,8 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
if (!pause) {
val mouseCoordinates: Vector2 = toWorldCoordinates(screenX.toFloat(), screenY.toFloat())
println("Mouse World coordinates is ${mouseCoordinates.x}:${mouseCoordinates.y}")
val playerDirection: Vector2 = player.getAbsoluteDirection()
println("Player interactor is ${playerDirection.x}:${playerDirection.y}")
map.interactWith(playerDirection.x, playerDirection.y, player.getCollider())
}
}
@ -165,7 +164,7 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
this.player.setPosition(playerX, playerY)
}
private fun handleInput(delta : Float) {
private fun handleInput(delta: Float) {
val horizontalMovement = Vector2()
if (isKeyPressed(gameState.settings.getKeyCode(ActionCommand.LEFT))) {
horizontalMovement.sub(Vector2.X)
@ -199,7 +198,7 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
}
}
private fun isKeyPressed(keyCodes: List<Int>): Boolean{
private fun isKeyPressed(keyCodes: List<Int>): Boolean {
for (key in keyCodes) {
if (Gdx.input.isKeyPressed(key)) {
return true
@ -295,7 +294,6 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
fun openDoor() {
println("Attempt to toggle door")
val playerDirection: Vector2 = player.getAbsoluteDirection()
println("Player interactor is ${playerDirection.x}:${playerDirection.y}")
map.interactWith(playerDirection.x, playerDirection.y, player.getCollider())
}

Loading…
Cancel
Save