Nimbin[12]?SDL & Graphics / mapcreator / commits / 76e129d

mapcreator git · master

SDL3 2.5D game and engine using assets, with map editor

sdl3 c++ game engine map-editor cmake · first commit 2025-10-31 · last commit 2026-09-07 (1 month ago) · synced 3 days ago · upstream: git.ide3.de/hsnr/sdl-spieleentwicklung/map_creator

C++ 99.3%
git clone https://git.christianimmanuel.de/sdl-graphics/mapcreator.gitwget https://git.christianimmanuel.de/sdl-graphics/mapcreator/archive/mapcreator.tar.gz

Remove comments

Christian Immanuel · 2026-02-19 14:42 · 76e129d7c1900f0a5e1c1df8ffc14be7698662c6

 src/character/enemy.cpp        | 10 +++++-----
 src/game/game.cpp              |  1 -
 src/resource/resource_data.cpp |  2 +-
 src/vegetables/vegetables.cpp  |  2 ++
 4 files changed, 8 insertions(+), 7 deletions(-)

diff --git a/src/character/enemy.cpp b/src/character/enemy.cpp
index 7acdb85..30f5da0 100644
--- a/src/character/enemy.cpp
+++ b/src/character/enemy.cpp
@@ -877,7 +877,7 @@ Enemy::set_NextMoves(const std::vector<bool>& grid) {
     // std::cout << "TG: " << target_pos.x << " " << target_pos.y << std::endl;
     // std::cout << "DS: " << dist_max-dist_min << std::endl;
     next_moves = find_Path({collider_world.x, collider_world.y, collider.w, collider.h}, next_position, dist_max-dist_min, 0, grid);
-    std::cout << "NM " << next_moves.size() << " " << collider_world.x << " " << collider_world.y << " " << next_position.x << " " << next_position.y << std::endl;
+    // std::cout << "NM " << next_moves.size() << " " << collider_world.x << " " << collider_world.y << " " << next_position.x << " " << next_position.y << std::endl;
 }
 
 
@@ -945,7 +945,7 @@ Enemy::set_MoveLogic(EnemyMovingType& type, Character& player) {
     moving_logic.avoid_blockage = false;
     stuck_moves = 0;
 
-    std::cout << "FUCK " << (int)type << std::endl;
+    // std::cout << "FUCK " << (int)type << std::endl;
     switch (type) {
         case EnemyMovingType::NONE:
             break;
@@ -1015,8 +1015,8 @@ Enemy::set_MoveLogic(EnemyMovingType& type, Character& player) {
             // moving_logic.position = Map::get_ClosestPointWithoutCollision(test_pos);
             next_position = test_pos_c;
             //set_AlignPosition(moving_logic.position);
-            std::cout << " MEEE1 " << player.is_attackable << " " << collider_world.x << " " << collider_world.y << std::endl;
-            std::cout << " MEEE2 " << player.is_attackable << " " << next_position.x << " " << next_position.y << std::endl;
+            // std::cout << " MEEE1 " << player.is_attackable << " " << collider_world.x << " " << collider_world.y << std::endl;
+            // std::cout << " MEEE2 " << player.is_attackable << " " << next_position.x << " " << next_position.y << std::endl;
             sta = EnemyStatus::RUN;
             point_in_reach = false;
             break;
@@ -1139,7 +1139,7 @@ Enemy::Update(Character& player) {
     } else if (next_moves.size() < 2) {
         ++stuck_moves;
         if (stuck_moves > 20) {
-            std::cout << "IM STUCK!!\n";
+            // std::cout << "IM STUCK!!\n";
             set_Status(EnemyStatus::IDLE);
             moving_logic.move_type = EnemyMovingType::IDLE;
             next_position = collider_world;
diff --git a/src/game/game.cpp b/src/game/game.cpp
index 54dd70d..eebb5ce 100644
--- a/src/game/game.cpp
+++ b/src/game/game.cpp
@@ -207,7 +207,6 @@ void Game::Run() {
         Default::set_DeltaTime();
         handle_Events();
         if (state_changed) {
-            std::cout << "FUCK " << state_playing << " " << state_playing->player<< std::endl;;
             continue;
         }
         //std::cout << "IC " << (int)this->input.click_left << std::endl;
diff --git a/src/resource/resource_data.cpp b/src/resource/resource_data.cpp
index e2535c8..15a5224 100644
--- a/src/resource/resource_data.cpp
+++ b/src/resource/resource_data.cpp
@@ -148,7 +148,7 @@ namespace ResourceData {
                 change_resource = *resource_p;
                 resource_is_new = false;
                 std::cout << "SETTING PROPS RESOURCE FOR: existing object\n";
-                std::cout << id << "   : " << ResourceData::to_String(resource_p->resource) << std::endl;
+                // std::cout << id << "   : " << ResourceData::to_String(resource_p->resource) << std::endl;
 
             } else {
                 change_resource = {Tile::active_tileset_id,
diff --git a/src/vegetables/vegetables.cpp b/src/vegetables/vegetables.cpp
index 54420e5..42b0530 100644
--- a/src/vegetables/vegetables.cpp
+++ b/src/vegetables/vegetables.cpp
@@ -120,6 +120,7 @@ void Vegetable::pick_Up() {
         }
     }
 
+    std::cout << "REMOVE? " << id << std::endl;
     Object::Remove(Object::get_ObjectById(id));
 }
 
@@ -133,6 +134,7 @@ void Vegetable::Collect(Inventory*, Messages*) {
     // Convert to inventory item
     //Inventory::AddItem(definition->item_type, 1);
 
+    std::cout << "I AM NOT GONNA GET CALLED ?! COLLLLEC? " << id << std::endl;
     // Remove from world
     delete this;
 }