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

@ -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,