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

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