Fix linting

This commit is contained in:
schmelczerandras 2020-11-17 10:13:31 +01:00
parent e5e928d99a
commit e6376ad059
23 changed files with 33 additions and 58 deletions

View file

@ -1,6 +1,6 @@
{
"name": "declared-server",
"version": "0.0.15",
"version": "0.1.0",
"description": "Game server for decla.red",
"keywords": [],
"author": "András Schmelczer <andras@schmelczer.dev> (https://schmelczer.dev/)",
@ -29,20 +29,11 @@
"@types/minimist": "^1.2.0",
"@types/node": "^14.11.2",
"@types/socket.io": "^2.1.11",
"@typescript-eslint/eslint-plugin": "^3.9.1",
"@typescript-eslint/parser": "^3.9.1",
"clean-webpack-plugin": "^3.0.0",
"concurrently": "^5.3.0",
"eslint": "^7.2.0",
"eslint-config-prettier": "^6.11.0",
"eslint-plugin-import": "^2.21.2",
"eslint-plugin-json-format": "^2.0.1",
"eslint-plugin-prettier": "^3.1.4",
"eslint-plugin-unused-imports": "^0.1.3",
"file-loader": "^6.1.0",
"html-webpack-plugin": "^4.5.0",
"nodemon": "^2.0.4",
"prettier": "^2.0.5",
"raw-loader": "^4.0.1",
"resolve-url-loader": "^3.1.1",
"shared": "file:../shared",

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@ -1,4 +1,4 @@
import { Command, GameObject } from 'shared';
import { Command } from 'shared';
export class GeneratePointsCommand extends Command {
public constructor(public readonly decla: number, public readonly red: number) {

View file

@ -143,7 +143,7 @@ export class GameServer extends CommandReceiver {
private timeSinceLastPointUpdate = 0;
private handlePhysics() {
let delta = this.deltaTimeCalculator.getNextDeltaTimeInSeconds();
const delta = this.deltaTimeCalculator.getNextDeltaTimeInSeconds();
if (delta > settings.targetPhysicsDeltaTimeInSeconds) {
this.deltaTimeCalculator.getNextDeltaTimeInSeconds(true);

View file

@ -1,6 +1,6 @@
export const interpolateAngles = (from: number, to: number, q: number) => {
const max = Math.PI * 2;
const possibleDistance = (to - from) % max;
const shortedDistance = ((2 * possibleDistance) % max) - possibleDistance;
return from + shortedDistance * q;
const shorterDistance = ((2 * possibleDistance) % max) - possibleDistance;
return from + shorterDistance * q;
};

View file

@ -5,7 +5,6 @@ import {
MoveActionCommand,
serializesTo,
last,
GameObject,
Circle,
CharacterBase,
CharacterTeam,
@ -370,10 +369,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
const sumForce = vec2.subtract(vec2.create(), leftFootGravity, movementForce);
this.setDirection(
vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce,
deltaTimeInSeconds,
);
this.setDirection(vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce);
} else {
const leftFootGravity = this.currentPlanet!.getForce(this.leftFoot.center);
const rightFootGravity = this.currentPlanet!.getForce(this.rightFoot.center);
@ -403,7 +399,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
if (vec2.length(gravity) <= 100) {
this.currentPlanet = undefined;
}
this.setDirection(gravity, deltaTimeInSeconds);
this.setDirection(gravity);
}
this.keepPosture(deltaTimeInSeconds);
@ -414,7 +410,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
}
private setDirection(direction: vec2, deltaTime: number) {
private setDirection(direction: vec2) {
this.direction = interpolateAngles(
this.direction,
Math.atan2(direction.y, direction.x) + Math.PI / 2,
@ -423,7 +419,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
}
private keepPosture(deltaTime: number) {
let center = this.center;
const center = this.center;
this.springMove(
this.leftFoot,
center,

View file

@ -99,7 +99,7 @@ export class CirclePhysical extends CommandReceiver implements Circle, DynamicPh
.filter((b) => b.gameObject !== this.gameObject && b.canCollide);
this.radius -= vec2.length(delta);
let { normal, hitSurface, hitObject } = moveCircle(this, delta, intersecting);
const { normal, hitSurface, hitObject } = moveCircle(this, delta, intersecting);
if (hitSurface) {
vec2.copy(this.lastNormal, normal!);

View file

@ -4,7 +4,6 @@ import {
settings,
serializesTo,
ProjectileBase,
GameObject,
CharacterTeam,
PropertyUpdatesForObject,
UpdatePropertyCommand,

View file

@ -1,5 +1,5 @@
import { vec2 } from 'gl-matrix';
import { Circle, GameObject, rotate90Deg } from 'shared';
import { GameObject } from 'shared';
import { CirclePhysical } from '../../objects/circle-physical';
import { evaluateSdf } from './evaluate-sdf';
import { Physical } from '../physicals/physical';
@ -23,7 +23,7 @@ export const moveCircle = (
const deltaLength = vec2.length(delta);
let travelled = 0;
let rayEnd = vec2.create();
const rayEnd = vec2.create();
let prevMinDistance = 0;
while (travelled < deltaLength) {
travelled += prevMinDistance;