Add linting

This commit is contained in:
schmelczerandras 2020-08-18 16:52:11 +02:00
commit 40a660b7cb
5 changed files with 232 additions and 329 deletions

View file

@ -1,8 +1,8 @@
import { mat2d, vec2 } from 'gl-matrix';
import { Blob } from '../../shapes/types/blob';
import { settings } from '../settings';
import { IDrawable } from './i-drawable';
import { IDrawableDescriptor } from './i-drawable-descriptor';
import { settings } from '../settings';
import { Blob } from '../../shapes/types/blob';
import { vec2, mat2d } from 'gl-matrix';
export class DrawableBlob extends Blob implements IDrawable {
public static descriptor: IDrawableDescriptor = {
@ -11,32 +11,16 @@ export class DrawableBlob extends Blob implements IDrawable {
shaderCombinationSteps: settings.shaderCombinations.blobSteps,
};
public serializeToUniforms(
uniforms: any,
scale: number,
transform: mat2d
): void {
const uniformName = DrawableBlob.descriptor.uniformName;
if (!uniforms.hasOwnProperty(uniformName)) {
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const { uniformName } = DrawableBlob.descriptor;
if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
uniforms[uniformName] = [];
}
uniforms[uniformName].push({
headCenter: vec2.transformMat2d(
vec2.create(),
this.head.center,
transform
),
torsoCenter: vec2.transformMat2d(
vec2.create(),
this.torso.center,
transform
),
leftFootCenter: vec2.transformMat2d(
vec2.create(),
this.leftFoot.center,
transform
),
headCenter: vec2.transformMat2d(vec2.create(), this.head.center, transform),
torsoCenter: vec2.transformMat2d(vec2.create(), this.torso.center, transform),
leftFootCenter: vec2.transformMat2d(vec2.create(), this.leftFoot.center, transform),
rightFootCenter: vec2.transformMat2d(
vec2.create(),
this.rightFoot.center,

View file

@ -1,8 +1,8 @@
import { IDrawable } from './i-drawable';
import { TunnelShape } from '../../shapes/types/tunnel-shape';
import { IDrawableDescriptor } from './i-drawable-descriptor';
import { settings } from '../settings';
import { mat2d, vec2 } from 'gl-matrix';
import TunnelShape from '../../shapes/types/tunnel-shape';
import { settings } from '../settings';
import { IDrawable } from './i-drawable';
import { IDrawableDescriptor } from './i-drawable-descriptor';
export class DrawableTunnel extends TunnelShape implements IDrawable {
public static descriptor: IDrawableDescriptor = {
@ -11,23 +11,15 @@ export class DrawableTunnel extends TunnelShape implements IDrawable {
shaderCombinationSteps: settings.shaderCombinations.lineSteps,
};
public serializeToUniforms(
uniforms: any,
scale: number,
transform: mat2d
): void {
const uniformName = DrawableTunnel.descriptor.uniformName;
if (!uniforms.hasOwnProperty(uniformName)) {
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const { uniformName } = DrawableTunnel.descriptor;
if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
uniforms[uniformName] = [];
}
uniforms[uniformName].push({
from: vec2.transformMat2d(vec2.create(), this.from, transform),
toFromDelta: vec2.transformMat2d(
vec2.create(),
this.toFromDelta,
transform
),
toFromDelta: vec2.transformMat2d(vec2.create(), this.toFromDelta, transform),
fromRadius: this.fromRadius * scale,
toRadius: this.toRadius * scale,
});

View file

@ -1,5 +1,4 @@
import { vec2, vec3, mat2d } from 'gl-matrix';
import { GameObject } from '../../../objects/game-object';
import { mat2d, vec2, vec3 } from 'gl-matrix';
import { settings } from '../../settings';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light';
@ -22,14 +21,10 @@ export class CircleLight implements ILight {
return 0;
}
public serializeToUniforms(
uniforms: any,
scale: number,
transform: mat2d
): void {
const uniformName = CircleLight.descriptor.uniformName;
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const { uniformName } = CircleLight.descriptor;
if (!uniforms.hasOwnProperty(uniformName)) {
if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
uniforms[uniformName] = [];
}

View file

@ -1,4 +1,3 @@
import { vec2 } from 'gl-matrix';
import { IDrawable } from '../i-drawable';
export interface ILight extends IDrawable {}
export type ILight = IDrawable;

View file

@ -1,8 +1,7 @@
import { ILight } from './i-light';
import { vec2, vec3, mat2d } from 'gl-matrix';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { mat2d, vec2, vec3 } from 'gl-matrix';
import { settings } from '../../settings';
import { GameObject } from '../../../objects/game-object';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light';
export class PointLight implements ILight {
public static descriptor: IDrawableDescriptor = {
@ -22,14 +21,10 @@ export class PointLight implements ILight {
return vec2.distance(this.center, target) - this.radius;
}
public serializeToUniforms(
uniforms: any,
scale: number,
transform: mat2d
): void {
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const listName = PointLight.descriptor.uniformName;
if (!uniforms.hasOwnProperty(listName)) {
if (!Object.prototype.hasOwnProperty.call(uniforms, listName)) {
uniforms[listName] = [];
}