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

@@ -1,26 +1,25 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Fireflower = Mario.Fireflower = function(pos) {
var Fireflower = (Mario.Fireflower = function (pos) {
this.spawning = false;
this.waiting = 0;
Mario.Entity.call(this, {
pos: pos,
sprite: level.fireFlowerSprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
}
});
Mario.Util.inherits(Fireflower, Mario.Entity);
Fireflower.prototype.render = function(ctx, vX, vY) {
Fireflower.prototype.render = function (ctx, vX, vY) {
if (this.spawning > 1) return;
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
Fireflower.prototype.spawn = function() {
Fireflower.prototype.spawn = function () {
sounds.itemAppear.play();
this.idx = level.items.length;
level.items.push(this);
@@ -28,12 +27,12 @@
this.targetpos = [];
this.targetpos[0] = this.pos[0];
this.targetpos[1] = this.pos[1] - 16;
}
};
Fireflower.prototype.update = function(dt) {
Fireflower.prototype.update = function (dt) {
if (this.spawning > 1) {
this.spawning -= 1;
if (this.spawning == 1) this.vel[1] = -.5;
if (this.spawning == 1) this.vel[1] = -0.5;
return;
}
if (this.spawning) {
@@ -44,31 +43,45 @@
}
}
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
}
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
};
Fireflower.prototype.checkCollisions = function() {
if (this.spawning) {return;}
Fireflower.prototype.checkCollisions = function () {
if (this.spawning) {
return;
}
this.isPlayerCollided();
}
};
Fireflower.prototype.isPlayerCollided = function() {
Fireflower.prototype.isPlayerCollided = function () {
//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 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
var hpos2 = [
player.pos[0] + player.hitbox[0],
player.pos[1] + player.hitbox[1],
];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + player.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + player.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
player.powerUp(this.idx);
}
}
}
};
//This should never be called, but just in case.
Fireflower.prototype.bump = function() {;}
Fireflower.prototype.bump = function () {};
})();