Fixing linting
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@ -9,7 +9,7 @@
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"prod": "tsc && node ./dist/server.js",
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"test": "ts-node node_modules/jasmine/bin/jasmine --config=jasmine.json",
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"lint": "node_modules/.bin/eslint src/ . --ext .ts",
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"fix": "node_modules/.bin/eslint src/ . --ext .ts"
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"fix": "node_modules/.bin/eslint --fix src/ . --ext .ts"
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},
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"repository": {
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"type": "git",
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@ -24,6 +24,7 @@
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"scripts": {
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"start": "webpack-dev-server --open",
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"build": "webpack",
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"lint": "node_modules/.bin/eslint src/ . --ext .ts"
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"lint": "node_modules/.bin/eslint src/ . --ext .ts",
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"fix": "node_modules/.bin/eslint --fix src/ . --ext .ts"
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}
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}
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@ -11,7 +11,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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super(scene, x, y, texture, frame);
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// Yes, I know, I'm declaring a sprite inside a sprite. ARP, save me from this madness :)
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this.playerName = new BitmapText(scene, x, y - 32, 'main_font', name, 8);
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this.playerName = new BitmapText(scene, x, y - 25, 'main_font', name, 8);
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this.playerName.setOrigin(0.5).setCenterAlign();
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scene.add.existing(this.playerName);
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@ -43,7 +43,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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if(this.bubble) {
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this.bubble.moveBubble(this.x, this.y);
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}
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this.playerName.setPosition(this.x, this.y - 32);
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this.playerName.setPosition(this.x, this.y - 25);
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}
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stop(){
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@ -54,7 +54,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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say(text: string) {
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if (this.bubble) return;
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this.bubble = new SpeechBubble(this.scene, this, text)
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//todo make the buble destroy on player movement?
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//todo make the bubble destroy on player movement?
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setTimeout(() => {
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this.bubble.destroy();
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this.bubble = null;
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@ -57,7 +57,7 @@ export class LogincScene extends Phaser.Scene {
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let name = this.nameInput.getText();
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if (name === '') {
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return
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};
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}
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gameManager.connect(name).then(() => {
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this.scene.start(GameSceneName, { name });
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});
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