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Apply prettier to css, html, js, md, ts, and yml (#1249)
* Apply prettier to css, js, html, md, ts, and yml As a followup I will add prettier to the .pre-commit config. This patch is 100% generated by prettier. I used a forked version of prettier that understands the py-script tag. See https://github.com/hoodmane/pyscript-prettier-precommit for more info. * Apply old pre-commit * Revert some problems * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Revert some changes * More changes * Fix pre-commit * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci --------- Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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@@ -1,34 +1,34 @@
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(function() {
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if (typeof Mario === 'undefined')
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window.Mario = {};
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(function () {
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if (typeof Mario === "undefined") window.Mario = {};
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var Entity = Mario.Entity = function(options) {
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this.vel = [0,0];
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this.acc = [0,0];
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this.standing = true;
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this.pos = options.pos;
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this.sprite = options.sprite;
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this.hitbox = options.hitbox;
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this.left = false;
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}
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var Entity = (Mario.Entity = function (options) {
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this.vel = [0, 0];
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this.acc = [0, 0];
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this.standing = true;
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this.pos = options.pos;
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this.sprite = options.sprite;
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this.hitbox = options.hitbox;
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this.left = false;
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});
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Entity.prototype.render = function(ctx, vX, vY) {
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this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY)
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}
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Entity.prototype.render = function (ctx, vX, vY) {
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this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
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};
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Entity.prototype.collideWall = function(wall) {
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//the wall will always be a 16x16 block with hitbox = [0,0,16,16].
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if (this.pos[0] > wall.pos[0]) {
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//from the right
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this.pos[0] = wall.pos[0] + wall.hitbox[2] - this.hitbox[0];
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this.vel[0] = Math.max(0, this.vel[0]);
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this.acc[0] = Math.max(0, this.acc[0]);
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} else {
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this.pos[0] = wall.pos[0] + wall.hitbox[0] - this.hitbox[2] - this.hitbox[0];
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this.vel[0] = Math.min(0, this.vel[0]);
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this.acc[0] = Math.min(0, this.acc[0]);
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}
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}
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Entity.prototype.collideWall = function (wall) {
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//the wall will always be a 16x16 block with hitbox = [0,0,16,16].
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if (this.pos[0] > wall.pos[0]) {
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//from the right
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this.pos[0] = wall.pos[0] + wall.hitbox[2] - this.hitbox[0];
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this.vel[0] = Math.max(0, this.vel[0]);
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this.acc[0] = Math.max(0, this.acc[0]);
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} else {
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this.pos[0] =
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wall.pos[0] + wall.hitbox[0] - this.hitbox[2] - this.hitbox[0];
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this.vel[0] = Math.min(0, this.vel[0]);
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this.acc[0] = Math.min(0, this.acc[0]);
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}
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};
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Entity.prototype.bump = function() {;}
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Entity.prototype.bump = function () {};
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})();
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