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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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@@ -1,8 +1,7 @@
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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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var Sprite = Mario.Sprite = function(img, pos, size, speed, frames, once) {
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var Sprite = (Mario.Sprite = function (img, pos, size, speed, frames, once) {
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this.pos = pos;
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this.size = size;
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this.speed = speed;
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@@ -10,19 +9,19 @@
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this.img = img;
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this.once = once;
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this.frames = frames;
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}
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});
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Sprite.prototype.update = function(dt, gameTime) {
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Sprite.prototype.update = function (dt, gameTime) {
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if (gameTime && gameTime == this.lastUpdated) return;
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this._index += this.speed*dt;
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this._index += this.speed * dt;
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if (gameTime) this.lastUpdated = gameTime;
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}
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};
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Sprite.prototype.setFrame = function(frame) {
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Sprite.prototype.setFrame = function (frame) {
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this._index = frame;
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}
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};
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Sprite.prototype.render = function(ctx, posx, posy, vX, vY) {
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Sprite.prototype.render = function (ctx, posx, posy, vX, vY) {
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var frame;
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if (this.speed > 0) {
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@@ -41,7 +40,17 @@
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var x = this.pos[0];
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var y = this.pos[1];
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x += frame*this.size[0];
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ctx.drawImage(resources.get(this.img), x + (1/3),y + (1/3), this.size[0] - (2/3), this.size[1] - (2/3), Math.round(posx - vX), Math.round(posy - vY), this.size[0],this.size[1]);
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}
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x += frame * this.size[0];
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ctx.drawImage(
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resources.get(this.img),
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x + 1 / 3,
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y + 1 / 3,
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this.size[0] - 2 / 3,
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this.size[1] - 2 / 3,
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Math.round(posx - vX),
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Math.round(posy - vY),
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this.size[0],
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this.size[1],
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);
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};
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})();
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