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>
This commit is contained in:
Hood Chatham
2023-03-06 15:20:21 +01:00
committed by GitHub
parent 7ffe6a598e
commit 08f34f748b
108 changed files with 4571 additions and 3802 deletions

View File

@@ -1,21 +1,26 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Fireball = Mario.Fireball = function(pos) {
var Fireball = (Mario.Fireball = function (pos) {
this.hit = 0;
this.standing = false;
Mario.Entity.call(this, {
pos: pos,
sprite: new Mario.Sprite('sprites/items.png', [96, 144], [8,8], 5, [0,1,2,3]),
hitbox: [0,0,8,8]
sprite: new Mario.Sprite(
"sprites/items.png",
[96, 144],
[8, 8],
5,
[0, 1, 2, 3],
),
hitbox: [0, 0, 8, 8],
});
}
});
Mario.Util.inherits(Fireball, Mario.Entity);
Fireball.prototype.spawn = function(left) {
Fireball.prototype.spawn = function (left) {
sounds.fireball.currentTime = 0;
sounds.fireball.play();
if (fireballs[0]) {
@@ -25,20 +30,20 @@
this.idx = 0;
fireballs[0] = this;
}
this.vel[0] = (left ? -5 : 5);
this.vel[0] = left ? -5 : 5;
this.standing = false;
this.vel[1] = 0;
}
};
Fireball.prototype.render = function(ctx, vX, vY) {
Fireball.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
Fireball.prototype.update = function(dt) {
Fireball.prototype.update = function (dt) {
if (this.hit == 1) {
this.sprite.pos = [96, 160];
this.sprite.size = [16,16];
this.sprite.frames = [0,1,2];
this.sprite.size = [16, 16];
this.sprite.frames = [0, 1, 2];
this.sprite.speed = 8;
this.hit += 1;
return;
@@ -67,13 +72,13 @@
this.hit = 1;
}
this.sprite.update(dt);
}
};
Fireball.prototype.collideWall = function() {
Fireball.prototype.collideWall = function () {
if (!this.hit) this.hit = 1;
}
};
Fireball.prototype.checkCollisions = function() {
Fireball.prototype.checkCollisions = function () {
if (this.hit) return;
var h = this.pos[1] % 16 < 8 ? 1 : 2;
var w = this.pos[0] % 16 < 8 ? 1 : 2;
@@ -99,28 +104,39 @@
}
var that = this;
level.enemies.forEach(function(enemy){
if (enemy.flipping || enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes.
level.enemies.forEach(function (enemy) {
if (enemy.flipping || enemy.pos[0] - vX > 336) {
//stop checking once we get to far away dudes.
return;
} else {
that.isCollideWith(enemy);
}
});
}
};
Fireball.prototype.isCollideWith = function(ent) {
Fireball.prototype.isCollideWith = function (ent) {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
this.hit = 1;
ent.bump();
}
}
};
Fireball.prototype.bump = function() {;}
Fireball.prototype.bump = function () {};
})();