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

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