From ee696c6292decc74572910e450d0c0a9c5df841b Mon Sep 17 00:00:00 2001 From: Emil Kosz Date: Sat, 5 Oct 2024 13:25:07 +0200 Subject: [PATCH] Lint code --- game.js | 92 ++++++++++++++++++++++++++-------------------------- main-menu.js | 2 +- particles.js | 62 +++++++++++++++++------------------ 3 files changed, 78 insertions(+), 78 deletions(-) diff --git a/game.js b/game.js index 1c0d3dd..dff5363 100644 --- a/game.js +++ b/game.js @@ -13,21 +13,21 @@ let seconds_elapsed = 0; let sounds = new Map([ ["reveal", [ - new Audio("./res/sfx/reveal_1.wav"), - new Audio("./res/sfx/reveal_2.wav"), - new Audio("./res/sfx/reveal_3.wav"), - new Audio("./res/sfx/reveal_4.wav") + new Audio("./res/sfx/reveal_1.wav"), + new Audio("./res/sfx/reveal_2.wav"), + new Audio("./res/sfx/reveal_3.wav"), + new Audio("./res/sfx/reveal_4.wav") ]], ["flag", [ - new Audio("./res/sfx/flag_1.wav"), - new Audio("./res/sfx/flag_2.wav"), - new Audio("./res/sfx/flag_3.wav") + new Audio("./res/sfx/flag_1.wav"), + new Audio("./res/sfx/flag_2.wav"), + new Audio("./res/sfx/flag_3.wav") ]], ["unflag", [ - new Audio("./res/sfx/unflag_1.wav"), - new Audio("./res/sfx/unflag_2.wav"), - new Audio("./res/sfx/unflag_3.wav"), - new Audio("./res/sfx/unflag_4.wav") + new Audio("./res/sfx/unflag_1.wav"), + new Audio("./res/sfx/unflag_2.wav"), + new Audio("./res/sfx/unflag_3.wav"), + new Audio("./res/sfx/unflag_4.wav") ]], ["game_over", []], ["game_win", []] @@ -58,10 +58,10 @@ function play_sound(sound_name) { function get_dom_bb_proper(element) { let r = element.getBoundingClientRect(); return { - w: r.right - r.left, - h: r.bottom - r.top, - x: element.offsetLeft - element.scrollLeft, - y: element.offsetTop - element.scrollTop + w: r.right - r.left, + h: r.bottom - r.top, + x: element.offsetLeft - element.scrollLeft, + y: element.offsetTop - element.scrollTop }; } @@ -70,15 +70,15 @@ function reveal_cell_cosmetic(cell) { let bb = get_dom_bb_proper(cell); // Some wood particles for (let i = 0; i < 16; ++i) { - let x = bb.x + bb.w / 2; - let y = bb.y + bb.h / 2; - spawn_particle(x, y, (Math.random() * 2 - 1) / 4, -Math.random() / 2, 0, - (Math.random() * 2 - 1) / 8, graphics_wood_particle, - graphics_wood_particle.width, graphics_wood_particle.height); + let x = bb.x + bb.w / 2; + let y = bb.y + bb.h / 2; + spawn_particle(x, y, (Math.random() * 2 - 1) / 4, -Math.random() / 2, 0, + (Math.random() * 2 - 1) / 8, graphics_wood_particle, + graphics_wood_particle.width, graphics_wood_particle.height); } // Pop the coffin lid off. spawn_particle(bb.x, bb.y, (Math.random() * 2 - 1) / 16, -0.3, 0, - (Math.random() * 2 - 1) / 16, graphics_unknown, bb.w, bb.h); + (Math.random() * 2 - 1) / 16, graphics_unknown, bb.w, bb.h); } function flag_cell_cosmetic(cell) { @@ -92,18 +92,18 @@ function unflag_cell_cosmetic(cell) { let bb = get_dom_bb_proper(cell); // Spawn dirt particles and make the tombstone fall off. spawn_particle(bb.x, bb.y, (Math.random() * 2 - 1) / 24, -0.2, 0, - (Math.random() * 2 - 1) / 24, graphics_flagged, bb.w, bb.h); + (Math.random() * 2 - 1) / 24, graphics_flagged, bb.w, bb.h); } // Shows the game won/over popup. function show_popup(victory) { document.body.classList.remove("popup-victory", "popup-failure"); if (victory) { - document.body.classList.add("popup-victory"); - $("#message").innerText = "You've won!" + document.body.classList.add("popup-victory"); + $("#message").innerText = "You've won!" } else { - document.body.classList.add("popup-failure"); - $("#message").innerText = "You've lost!" + document.body.classList.add("popup-failure"); + $("#message").innerText = "You've lost!" } } @@ -112,10 +112,10 @@ function show_popup(victory) { // Game state saving. window.addEventListener("beforeunload", function() { if (mines_placed && !game_finished) { - // We need to save: the minefield, the elapsed time. These also - // get prefixed by the current level. - localStorage.setItem(current_level + "-minefield_html", $("#minefield").innerHTML); - localStorage.setItem(current_level + "-seconds_elapsed", seconds_elapsed); + // We need to save: the minefield, the elapsed time. These also + // get prefixed by the current level. + localStorage.setItem(current_level + "-minefield_html", $("#minefield").innerHTML); + localStorage.setItem(current_level + "-seconds_elapsed", seconds_elapsed); } else if (document.body.classList.contains("game-view")) { localStorage.removeItem(current_level + "-minefield_html"); localStorage.removeItem(current_level + "-seconds_elapsed"); @@ -152,7 +152,7 @@ function restart_game() { stop_timing(); seconds_elapsed = 0; document.body.classList.remove("main-menu", "popup-victory", "popup-failure"); - document.body.classList.add ("game-view"); + document.body.classList.add("game-view"); $("#time").innerText = get_seconds_readable(seconds_elapsed); } @@ -165,7 +165,7 @@ function start_or_continue_game(level) { let minefield_html = localStorage.getItem(current_level + "-minefield_html"); $("#level").innerText = current_level; if (minefield_html == null) { - restart_game(); + restart_game(); } else { // If we have a minefield in localStorage, load it back into // the DOM. @@ -219,17 +219,17 @@ function cell_onclick() { reveal_mines(this); } } else if (this.classList.contains("flagged")) { - unflag_cell_cosmetic(this); + unflag_cell_cosmetic(this); this.classList.remove("flagged"); } } function cell_oncontextmenu() { if (this.classList.contains("unknown") && !this.classList.contains("flagged")) { - flag_cell_cosmetic(this); + flag_cell_cosmetic(this); this.classList.add("flagged"); } else if (this.classList.contains("flagged")) { - unflag_cell_cosmetic(this); + unflag_cell_cosmetic(this); this.classList.remove("flagged"); } check_victory(); @@ -275,26 +275,26 @@ function reveal_mines(cell) { let n_mines = count_neighbouring_mines(cell); if (cell.classList.contains("unknown")) { - reveal_cell_cosmetic(cell); - cell.classList.remove("unknown"); - cell.classList.add("known"); + reveal_cell_cosmetic(cell); + cell.classList.remove("unknown"); + cell.classList.add("known"); } // Check for victory. if (!game_finished) { - check_victory(); + check_victory(); } - + if (n_mines == 0) { get_neighbours(cell).forEach(function(c) { if (c.classList.contains("unknown")) { - window.setTimeout(function () { - reveal_mines(c); - }, 100); + window.setTimeout(function() { + reveal_mines(c); + }, 100); // reveal_mines(c); } if (c.classList.contains("flagged")) { - unflag_cell_cosmetic(c); + unflag_cell_cosmetic(c); c.classList.remove("flagged"); } }); @@ -318,7 +318,7 @@ function check_victory() { stop_timing(); // Set the maximum level to be one higher, meaning the player unlocked the next level. if (current_level == maximum_level) { - localStorage.setItem("maximum_level", maximum_level + 1); + localStorage.setItem("maximum_level", maximum_level + 1); } show_popup(true); // Save a high score. @@ -346,4 +346,4 @@ function lose_game() { cell.innerText = ""; } }); -} +} \ No newline at end of file diff --git a/main-menu.js b/main-menu.js index a8e29d5..d702b9e 100644 --- a/main-menu.js +++ b/main-menu.js @@ -32,4 +32,4 @@ for (let i = maximum_level; i > 0; --i) { start_or_continue_game(i); }; $("#button-list").appendChild(button); -} +} \ No newline at end of file diff --git a/particles.js b/particles.js index 873cfe9..649cbc5 100644 --- a/particles.js +++ b/particles.js @@ -15,42 +15,42 @@ function update_particle_canvas_size() { function spawn_particle(x, y, vel_x, vel_y, rot, vel_rot, img, w, h) { particles.add({ - x: x, - y: y, - vel_x: vel_x, - vel_y: vel_y, - rot: rot, - vel_rot: vel_rot, - img: img, - w: w, - h: h + x: x, + y: y, + vel_x: vel_x, + vel_y: vel_y, + rot: rot, + vel_rot: vel_rot, + img: img, + w: w, + h: h }); } function update_particles(delta_time) { particle_ctx.clearRect(0, 0, particle_canvas.width, particle_canvas.height); for (particle of particles) { - // Delete off-screen particles, more or less. For now, it's - // designed so that particles go down with the force of - // gravity, so we just check if the particle goes below the - // screen. - if (particle.y > particle_canvas.height) { - particles.delete(particle); - continue; - } - - // Update the position and rotation of the particle. - particle.x += particle.vel_x * delta_time; - particle.y += particle.vel_y * delta_time; - particle.rot += particle.vel_rot * delta_time; - // Update the velocity to take into account "gravity". - particle.vel_y += 0.001 * delta_time; - // Render particle. - particle_ctx.save(); - particle_ctx.translate(particle.x + particle.w / 2, particle.y + particle.h / 2); - particle_ctx.rotate(particle.rot * Math.PI / 180); - particle_ctx.drawImage(particle.img, -particle.w / 2, -particle.h / 2, particle.w, particle.h) - particle_ctx.restore(); + // Delete off-screen particles, more or less. For now, it's + // designed so that particles go down with the force of + // gravity, so we just check if the particle goes below the + // screen. + if (particle.y > particle_canvas.height) { + particles.delete(particle); + continue; + } + + // Update the position and rotation of the particle. + particle.x += particle.vel_x * delta_time; + particle.y += particle.vel_y * delta_time; + particle.rot += particle.vel_rot * delta_time; + // Update the velocity to take into account "gravity". + particle.vel_y += 0.001 * delta_time; + // Render particle. + particle_ctx.save(); + particle_ctx.translate(particle.x + particle.w / 2, particle.y + particle.h / 2); + particle_ctx.rotate(particle.rot * Math.PI / 180); + particle_ctx.drawImage(particle.img, -particle.w / 2, -particle.h / 2, particle.w, particle.h) + particle_ctx.restore(); } } @@ -59,4 +59,4 @@ function particle_loop(timestamp) { update_particles(timestamp - last_time); last_time = timestamp; window.requestAnimationFrame(particle_loop); -} +} \ No newline at end of file