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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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@@ -1,47 +1,45 @@
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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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Flag = Mario.Flag = function(pos) {
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Flag = Mario.Flag = function (pos) {
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//afaik flags always have the same height and Y-position
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this.pos = [pos, 49];
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this.hitbox = [0,0,0,0];
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this.vel = [0,0];
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this.acc = [0,0];
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}
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this.hitbox = [0, 0, 0, 0];
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this.vel = [0, 0];
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this.acc = [0, 0];
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};
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Flag.prototype.collideWall = function() {;
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}
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Flag.prototype.collideWall = function () {};
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Flag.prototype.update = function(dt){
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Flag.prototype.update = function (dt) {
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if (!this.done && this.pos[1] >= 170) {
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this.vel = [0,0];
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this.vel = [0, 0];
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this.pos[1] = 170;
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player.exit();
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this.done = true;
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}
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this.pos[1] += this.vel[1];
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}
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};
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Flag.prototype.checkCollisions = function() {
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Flag.prototype.checkCollisions = function () {
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this.isPlayerCollided();
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}
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};
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Flag.prototype.isPlayerCollided = function() {
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Flag.prototype.isPlayerCollided = function () {
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if (this.hit) return;
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if (player.pos[0] + 8 >= this.pos[0]) {
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music.overworld.pause();
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sounds.flagpole.play();
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setTimeout(function() {
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setTimeout(function () {
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music.clear.play();
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}, 2000);
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this.hit = true;
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player.flag();
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this.vel = [0, 2];
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}
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}
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};
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Flag.prototype.render = function() {
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level.flagpoleSprites[2].render(ctx, this.pos[0]-8, this.pos[1], vX, vY);
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}
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Flag.prototype.render = function () {
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level.flagpoleSprites[2].render(ctx, this.pos[0] - 8, this.pos[1], vX, vY);
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};
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})();
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