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* 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>
143 lines
3.5 KiB
JavaScript
143 lines
3.5 KiB
JavaScript
(function () {
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if (typeof Mario === "undefined") window.Mario = {};
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var Fireball = (Mario.Fireball = function (pos) {
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this.hit = 0;
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this.standing = false;
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Mario.Entity.call(this, {
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pos: pos,
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sprite: new Mario.Sprite(
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"sprites/items.png",
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[96, 144],
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[8, 8],
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5,
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[0, 1, 2, 3],
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),
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hitbox: [0, 0, 8, 8],
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});
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});
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Mario.Util.inherits(Fireball, Mario.Entity);
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Fireball.prototype.spawn = function (left) {
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sounds.fireball.currentTime = 0;
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sounds.fireball.play();
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if (fireballs[0]) {
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this.idx = 1;
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fireballs[1] = this;
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} else {
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this.idx = 0;
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fireballs[0] = this;
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}
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this.vel[0] = left ? -5 : 5;
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this.standing = false;
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this.vel[1] = 0;
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};
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Fireball.prototype.render = function (ctx, vX, vY) {
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this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
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};
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Fireball.prototype.update = function (dt) {
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if (this.hit == 1) {
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this.sprite.pos = [96, 160];
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this.sprite.size = [16, 16];
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this.sprite.frames = [0, 1, 2];
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this.sprite.speed = 8;
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this.hit += 1;
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return;
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} else if (this.hit == 5) {
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delete fireballs[this.idx];
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player.fireballs -= 1;
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return;
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} else if (this.hit) {
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this.hit += 1;
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return;
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}
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//In retrospect, the way collision is being handled is RIDICULOUS
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//but I don't have to use some horrible kludge for this.
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if (this.standing) {
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this.standing = false;
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this.vel[1] = -4;
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}
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this.acc[1] = 0.5;
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this.vel[1] += this.acc[1];
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this.pos[0] += this.vel[0];
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this.pos[1] += this.vel[1];
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if (this.pos[0] < vX || this.pos[0] > vX + 256) {
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this.hit = 1;
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}
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this.sprite.update(dt);
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};
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Fireball.prototype.collideWall = function () {
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if (!this.hit) this.hit = 1;
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};
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Fireball.prototype.checkCollisions = function () {
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if (this.hit) return;
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var h = this.pos[1] % 16 < 8 ? 1 : 2;
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var w = this.pos[0] % 16 < 8 ? 1 : 2;
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var baseX = Math.floor(this.pos[0] / 16);
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var baseY = Math.floor(this.pos[1] / 16);
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if (baseY + h > 15) {
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delete fireballs[this.idx];
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player.fireballs -= 1;
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return;
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}
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for (var i = 0; i < h; i++) {
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for (var j = 0; j < w; j++) {
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if (level.statics[baseY + i][baseX + j]) {
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level.statics[baseY + i][baseX + j].isCollideWith(this);
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}
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if (level.blocks[baseY + i][baseX + j]) {
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level.blocks[baseY + i][baseX + j].isCollideWith(this);
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}
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}
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}
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var that = this;
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level.enemies.forEach(function (enemy) {
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if (enemy.flipping || enemy.pos[0] - vX > 336) {
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//stop checking once we get to far away dudes.
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return;
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} else {
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that.isCollideWith(enemy);
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}
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});
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};
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Fireball.prototype.isCollideWith = function (ent) {
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//the first two elements of the hitbox array are an offset, so let's do this now.
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var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
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var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
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//if the hitboxes actually overlap
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if (
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!(
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hpos1[0] > hpos2[0] + ent.hitbox[2] ||
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hpos1[0] + this.hitbox[2] < hpos2[0]
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)
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) {
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if (
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!(
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hpos1[1] > hpos2[1] + ent.hitbox[3] ||
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hpos1[1] + this.hitbox[3] < hpos2[1]
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)
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) {
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this.hit = 1;
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ent.bump();
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}
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}
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};
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Fireball.prototype.bump = function () {};
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})();
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