Fixing linting

This commit is contained in:
David Négrier 2020-05-01 23:48:30 +02:00
parent 0c04d4305b
commit d72741ce0c
4 changed files with 7 additions and 6 deletions

View File

@ -9,7 +9,7 @@
"prod": "tsc && node ./dist/server.js",
"test": "ts-node node_modules/jasmine/bin/jasmine --config=jasmine.json",
"lint": "node_modules/.bin/eslint src/ . --ext .ts",
"fix": "node_modules/.bin/eslint src/ . --ext .ts"
"fix": "node_modules/.bin/eslint --fix src/ . --ext .ts"
},
"repository": {
"type": "git",

View File

@ -24,6 +24,7 @@
"scripts": {
"start": "webpack-dev-server --open",
"build": "webpack",
"lint": "node_modules/.bin/eslint src/ . --ext .ts"
"lint": "node_modules/.bin/eslint src/ . --ext .ts",
"fix": "node_modules/.bin/eslint --fix src/ . --ext .ts"
}
}

View File

@ -11,7 +11,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
super(scene, x, y, texture, frame);
// Yes, I know, I'm declaring a sprite inside a sprite. ARP, save me from this madness :)
this.playerName = new BitmapText(scene, x, y - 32, 'main_font', name, 8);
this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 8);
this.playerName.setOrigin(0.5).setCenterAlign();
scene.add.existing(this.playerName);
@ -43,7 +43,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
if(this.bubble) {
this.bubble.moveBubble(this.x, this.y);
}
this.playerName.setPosition(this.x, this.y - 32);
this.playerName.setPosition(this.x, this.y - 25);
}
stop(){
@ -54,7 +54,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
say(text: string) {
if (this.bubble) return;
this.bubble = new SpeechBubble(this.scene, this, text)
//todo make the buble destroy on player movement?
//todo make the bubble destroy on player movement?
setTimeout(() => {
this.bubble.destroy();
this.bubble = null;

View File

@ -57,7 +57,7 @@ export class LogincScene extends Phaser.Scene {
let name = this.nameInput.getText();
if (name === '') {
return
};
}
gameManager.connect(name).then(() => {
this.scene.start(GameSceneName, { name });
});