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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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@@ -1,15 +1,14 @@
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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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//TODO: make each rubble an entity, use that render and write in Entity.update
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var Rubble = Mario.Rubble = function() {
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var Rubble = (Mario.Rubble = function () {
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this.sprites = [];
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this.poss = [];
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this.vels = [];
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}
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});
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Rubble.prototype.spawn = function(pos) {
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Rubble.prototype.spawn = function (pos) {
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this.idx = level.items.length;
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level.items.push(this);
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this.sprites[0] = level.rubbleSprite();
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@@ -17,19 +16,19 @@
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this.sprites[2] = level.rubbleSprite();
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this.sprites[3] = level.rubbleSprite();
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this.poss[0] = pos;
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this.poss[1] = [ pos[0] + 8, pos[1] ];
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this.poss[2] = [ pos[0], pos[1] + 8 ];
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this.poss[3] = [ pos[0] + 8, pos[1] + 8 ];
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this.poss[1] = [pos[0] + 8, pos[1]];
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this.poss[2] = [pos[0], pos[1] + 8];
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this.poss[3] = [pos[0] + 8, pos[1] + 8];
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this.vels[0] = [-1.25, -5];
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this.vels[1] = [1.25, -5];
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this.vels[2] = [-1.25, -3];
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this.vels[3] = [1.25, -3];
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}
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};
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Rubble.prototype.update = function(dt) {
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for(var i = 0; i < 4; i++) {
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if (this.sprites[i]===undefined) continue;
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this.vels[i][1] += .3;
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Rubble.prototype.update = function (dt) {
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for (var i = 0; i < 4; i++) {
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if (this.sprites[i] === undefined) continue;
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this.vels[i][1] += 0.3;
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this.poss[i][0] += this.vels[i][0];
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this.poss[i][1] += this.vels[i][1];
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this.sprites[i].update(dt);
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@@ -37,19 +36,23 @@
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delete this.sprites[i];
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}
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}
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if (this.sprites.every(function (el) {return !el})) {
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if (
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this.sprites.every(function (el) {
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return !el;
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})
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) {
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delete level.items[this.idx];
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}
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}
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};
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//You might argue that things that can't collide are more like scenery
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//but these move and need to be deleted, and i'd rather deal with the 1d array.
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Rubble.prototype.checkCollisions = function() {;}
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Rubble.prototype.checkCollisions = function () {};
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Rubble.prototype.render = function() {
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for(var i = 0; i < 4; i++) {
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Rubble.prototype.render = function () {
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for (var i = 0; i < 4; i++) {
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if (this.sprites[i] === undefined) continue;
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this.sprites[i].render(ctx, this.poss[i][0], this.poss[i][1], vX, vY);
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}
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}
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};
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})();
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