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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>
This commit is contained in:
@@ -1,117 +1,208 @@
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var oneone = Mario.oneone = function() {
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var oneone = (Mario.oneone = function () {
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//The things that need to be passed in are basically just dependent on what
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//tileset we're in, so it makes more sense to just make one variable for that, so
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//TODO: put as much of this in the Level object definition as possible.
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level = new Mario.Level({
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playerPos: [56,192],
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playerPos: [56, 192],
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loader: Mario.oneone,
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background: "#7974FF",
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scrolling: true,
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invincibility: [144, 192, 240],
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exit: 204,
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floorSprite: new Mario.Sprite('sprites/tiles.png', [0,0],[16,16],0),
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cloudSprite: new Mario.Sprite('sprites/tiles.png', [0,320],[48,32],0),
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wallSprite: new Mario.Sprite('sprites/tiles.png', [0, 16],[16,16],0),
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brickSprite: new Mario.Sprite('sprites/tiles.png', [16, 0], [16,16], 0),
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brickBounceSprite: new Mario.Sprite('sprites/tiles.png',[32,0],[16,16],0),
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floorSprite: new Mario.Sprite("sprites/tiles.png", [0, 0], [16, 16], 0),
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cloudSprite: new Mario.Sprite("sprites/tiles.png", [0, 320], [48, 32], 0),
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wallSprite: new Mario.Sprite("sprites/tiles.png", [0, 16], [16, 16], 0),
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brickSprite: new Mario.Sprite("sprites/tiles.png", [16, 0], [16, 16], 0),
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brickBounceSprite: new Mario.Sprite(
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"sprites/tiles.png",
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[32, 0],
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[16, 16],
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0,
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),
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rubbleSprite: function () {
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return new Mario.Sprite('sprites/items.png', [64,0], [8,8], 3, [0,1])
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return new Mario.Sprite("sprites/items.png", [64, 0], [8, 8], 3, [0, 1]);
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},
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ublockSprite: new Mario.Sprite('sprites/tiles.png', [48, 0], [16,16],0),
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superShroomSprite: new Mario.Sprite('sprites/items.png', [0,0], [16,16], 0),
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fireFlowerSprite: new Mario.Sprite('sprites/items.png', [0,32], [16,16], 20, [0,1,2,3]),
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starSprite: new Mario.Sprite('sprites/items.png', [0,48], [16,16], 20, [0,1,2,3]),
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pipeLEndSprite: new Mario.Sprite('sprites/tiles.png', [0, 128], [16,16], 0),
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pipeREndSprite: new Mario.Sprite('sprites/tiles.png', [16, 128], [16,16], 0),
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pipeLMidSprite: new Mario.Sprite('sprites/tiles.png', [0, 144], [16,16], 0),
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pipeRMidSprite: new Mario.Sprite('sprites/tiles.png', [16, 144], [16,16], 0),
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ublockSprite: new Mario.Sprite("sprites/tiles.png", [48, 0], [16, 16], 0),
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superShroomSprite: new Mario.Sprite(
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"sprites/items.png",
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[0, 0],
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[16, 16],
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0,
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),
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fireFlowerSprite: new Mario.Sprite(
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"sprites/items.png",
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[0, 32],
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[16, 16],
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20,
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[0, 1, 2, 3],
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),
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starSprite: new Mario.Sprite(
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"sprites/items.png",
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[0, 48],
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[16, 16],
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20,
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[0, 1, 2, 3],
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),
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pipeLEndSprite: new Mario.Sprite(
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"sprites/tiles.png",
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[0, 128],
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[16, 16],
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0,
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),
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pipeREndSprite: new Mario.Sprite(
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"sprites/tiles.png",
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[16, 128],
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[16, 16],
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0,
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),
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pipeLMidSprite: new Mario.Sprite(
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"sprites/tiles.png",
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[0, 144],
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[16, 16],
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0,
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),
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pipeRMidSprite: new Mario.Sprite(
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"sprites/tiles.png",
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[16, 144],
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[16, 16],
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0,
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),
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pipeUpMid: new Mario.Sprite('sprites/tiles.png', [0, 144], [32,16], 0),
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pipeSideMid: new Mario.Sprite('sprites/tiles.png', [48, 128], [16,32], 0),
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pipeLeft: new Mario.Sprite('sprites/tiles.png', [32, 128], [16,32], 0),
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pipeTop: new Mario.Sprite('sprites/tiles.png', [0, 128], [32,16], 0),
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qblockSprite: new Mario.Sprite('sprites/tiles.png', [384, 0], [16,16], 8, [0,0,0,0,1,2,1]),
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bcoinSprite: function() {
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return new Mario.Sprite('sprites/items.png', [0,112],[16,16], 20,[0,1,2,3]);
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pipeUpMid: new Mario.Sprite("sprites/tiles.png", [0, 144], [32, 16], 0),
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pipeSideMid: new Mario.Sprite("sprites/tiles.png", [48, 128], [16, 32], 0),
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pipeLeft: new Mario.Sprite("sprites/tiles.png", [32, 128], [16, 32], 0),
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pipeTop: new Mario.Sprite("sprites/tiles.png", [0, 128], [32, 16], 0),
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qblockSprite: new Mario.Sprite(
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"sprites/tiles.png",
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[384, 0],
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[16, 16],
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8,
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[0, 0, 0, 0, 1, 2, 1],
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),
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bcoinSprite: function () {
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return new Mario.Sprite(
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"sprites/items.png",
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[0, 112],
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[16, 16],
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20,
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[0, 1, 2, 3],
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);
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},
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cloudSprites:[
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new Mario.Sprite('sprites/tiles.png', [0,320],[16,32],0),
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new Mario.Sprite('sprites/tiles.png', [16,320],[16,32],0),
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new Mario.Sprite('sprites/tiles.png', [32,320],[16,32],0)
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cloudSprites: [
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new Mario.Sprite("sprites/tiles.png", [0, 320], [16, 32], 0),
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new Mario.Sprite("sprites/tiles.png", [16, 320], [16, 32], 0),
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new Mario.Sprite("sprites/tiles.png", [32, 320], [16, 32], 0),
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],
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hillSprites: [
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new Mario.Sprite('sprites/tiles.png', [128,128],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [144,128],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [160,128],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [128,144],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [144,144],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [160,144],[16,16],0)
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new Mario.Sprite("sprites/tiles.png", [128, 128], [16, 16], 0),
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new Mario.Sprite("sprites/tiles.png", [144, 128], [16, 16], 0),
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new Mario.Sprite("sprites/tiles.png", [160, 128], [16, 16], 0),
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new Mario.Sprite("sprites/tiles.png", [128, 144], [16, 16], 0),
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new Mario.Sprite("sprites/tiles.png", [144, 144], [16, 16], 0),
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new Mario.Sprite("sprites/tiles.png", [160, 144], [16, 16], 0),
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],
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bushSprite: new Mario.Sprite('sprites/tiles.png', [176, 144], [48, 16], 0),
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bushSprite: new Mario.Sprite("sprites/tiles.png", [176, 144], [48, 16], 0),
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bushSprites: [
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new Mario.Sprite('sprites/tiles.png', [176,144], [16,16],0),
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new Mario.Sprite('sprites/tiles.png', [192,144], [16,16],0),
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new Mario.Sprite('sprites/tiles.png', [208,144], [16,16],0)],
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goombaSprite: function() {
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return new Mario.Sprite('sprites/enemy.png', [0, 16], [16,16], 3, [0,1]);
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},
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koopaSprite: function() {
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return new Mario.Sprite('sprites/enemy.png', [96,0], [16,32], 2, [0,1]);
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},
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flagPoleSprites: [
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new Mario.Sprite('sprites/tiles.png', [256, 128], [16,16], 0),
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new Mario.Sprite('sprites/tiles.png', [256, 144], [16,16], 0),
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new Mario.Sprite('sprites/items.png', [128, 32], [16,16], 0)
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]
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});
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ground = [[0,69],[71,86],[89,153],[155,212]];
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new Mario.Sprite("sprites/tiles.png", [176, 144], [16, 16], 0),
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new Mario.Sprite("sprites/tiles.png", [192, 144], [16, 16], 0),
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new Mario.Sprite("sprites/tiles.png", [208, 144], [16, 16], 0),
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],
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goombaSprite: function () {
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return new Mario.Sprite(
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"sprites/enemy.png",
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[0, 16],
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[16, 16],
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3,
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[0, 1],
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);
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},
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koopaSprite: function () {
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return new Mario.Sprite(
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"sprites/enemy.png",
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[96, 0],
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[16, 32],
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2,
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[0, 1],
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);
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},
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flagPoleSprites: [
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new Mario.Sprite("sprites/tiles.png", [256, 128], [16, 16], 0),
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new Mario.Sprite("sprites/tiles.png", [256, 144], [16, 16], 0),
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new Mario.Sprite("sprites/items.png", [128, 32], [16, 16], 0),
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],
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});
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ground = [
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[0, 69],
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[71, 86],
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[89, 153],
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[155, 212],
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];
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player.pos[0] = level.playerPos[0];
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player.pos[1] = level.playerPos[1];
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vX = 0;
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//build THE GROUND
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ground.forEach(function(loc) {
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level.putFloor(loc[0],loc[1]);
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ground.forEach(function (loc) {
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level.putFloor(loc[0], loc[1]);
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});
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//build scenery
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clouds = [[7,3],[19, 2],[56, 3],[67, 2],[87, 2],[103, 2],[152, 3],[163, 2],[200, 3]];
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clouds.forEach(function(cloud){
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level.putCloud(cloud[0],cloud[1]);
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clouds = [
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[7, 3],
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[19, 2],
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[56, 3],
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[67, 2],
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[87, 2],
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[103, 2],
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[152, 3],
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[163, 2],
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[200, 3],
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];
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clouds.forEach(function (cloud) {
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level.putCloud(cloud[0], cloud[1]);
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});
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twoClouds = [[36,2],[132,2],[180,2]];
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twoClouds.forEach(function(cloud){
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level.putTwoCloud(cloud[0],cloud[1]);
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twoClouds = [
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[36, 2],
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[132, 2],
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[180, 2],
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];
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twoClouds.forEach(function (cloud) {
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level.putTwoCloud(cloud[0], cloud[1]);
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});
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threeClouds = [[27,3],[75,3],[123,3],[171,3]];
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threeClouds.forEach(function(cloud){
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level.putThreeCloud(cloud[0],cloud[1]);
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threeClouds = [
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[27, 3],
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[75, 3],
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[123, 3],
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[171, 3],
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];
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threeClouds.forEach(function (cloud) {
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level.putThreeCloud(cloud[0], cloud[1]);
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});
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bHills = [0,48,96,144,192]
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bHills.forEach(function(hill) {
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bHills = [0, 48, 96, 144, 192];
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bHills.forEach(function (hill) {
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level.putBigHill(hill, 12);
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});
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sHills = [16,64,111,160];
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sHills.forEach(function(hill) {
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sHills = [16, 64, 111, 160];
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sHills.forEach(function (hill) {
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level.putSmallHill(hill, 12);
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});
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bushes = [23,71,118,167];
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bushes.forEach(function(bush) {
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bushes = [23, 71, 118, 167];
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bushes.forEach(function (bush) {
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level.putBush(bush, 12);
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});
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twoBushes = [41,89,137];
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twoBushes.forEach(function(bush) {
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twoBushes = [41, 89, 137];
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twoBushes.forEach(function (bush) {
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level.putTwoBush(bush, 12);
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});
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threeBushes = [11,59,106];
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threeBushes.forEach(function(bush) {
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threeBushes = [11, 59, 106];
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threeBushes.forEach(function (bush) {
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level.putThreeBush(bush, 12);
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});
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@@ -216,4 +307,4 @@ var oneone = Mario.oneone = function() {
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music.underground.pause();
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// music.overworld.currentTime = 0;
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music.overworld.play();
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};
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});
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