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fixing linter problems from 42 -> 16
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allmtz committed Feb 19, 2024
1 parent 8c24d29 commit c64f7fa
Showing 1 changed file with 42 additions and 53 deletions.
95 changes: 42 additions & 53 deletions src/game.ts
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ import { MusicPlayer } from './sound/musicplayer';
import { Hex } from './utility/hex';
import { HexGrid } from './utility/hexgrid';
import { getUrl, use as assetsUse } from './assets';
import { Player, PlayerColor } from './player';
import { Player, PlayerColor, PlayerID } from './player';
import { UI } from './ui/interface';
import { Creature, CreatureHintType } from './creature';
import { unitData } from './data/units';
Expand Down Expand Up @@ -273,7 +273,7 @@ export default class Game {
}

loadUnitData(data: UnitData) {
const dpcolor = ['blue', 'orange', 'green', 'red'];
const dpcolor: PlayerColor[] = ['blue', 'orange', 'green', 'red'];

this.creatureData = data;

Expand All @@ -282,13 +282,13 @@ export default class Game {
return;
}

let creatureId = creature.id,
const creatureId = creature.id,
realm = creature.realm,
level = creature.level,
type = (realm.toUpperCase() + level) as CreatureType,
name = creature.name,
count,
i;
name = creature.name;

let count: number, i: number;

// Create the `creature.type` property
creature['type'] = type;
Expand Down Expand Up @@ -425,10 +425,7 @@ export default class Game {
}

phaserRender() {
let count = this.creatures.length,
i;

for (i = 1; i < count; i++) {
for (let i = 1; i < this.creatures.length; i++) {
//G.Phaser.debug.renderSpriteBounds(G.creatures[i].sprite);
}
}
Expand Down Expand Up @@ -465,8 +462,6 @@ export default class Game {
* Launch the game with the given number of player.
*/
setup(playerMode: number) {
let bg, i;

// Phaser
this.Phaser.scale.parentIsWindow = true;
this.Phaser.scale.pageAlignHorizontally = true;
Expand All @@ -480,7 +475,8 @@ export default class Game {
this.Phaser.stage.forcePortrait = true;
}

bg = this.Phaser.add.sprite(0, 0, 'background');
const bg = this.Phaser.add.sprite(0, 0, 'background');

bg.inputEnabled = true;
bg.events.onInputUp.add((Sprite, Pointer) => {
if (this.freezedInput || this.UI.dashopen) {
Expand Down Expand Up @@ -539,8 +535,8 @@ export default class Game {
// Remove loading screen
$j('#matchMaking').hide();

for (i = 0; i < playerMode; i++) {
const player = new Player(i, this);
for (let i = 0; i < playerMode; i++) {
const player = new Player(i as PlayerID, this);
this.players.push(player);

// Initialize players' starting positions
Expand Down Expand Up @@ -679,7 +675,6 @@ export default class Game {
}
async updateLobby() {
if (this.matchInitialized) return;
const self = this;

$j('.lobby-match-list').html('').addClass('refreshing');
$j('#refreshMatchButton').addClass('disabled');
Expand Down Expand Up @@ -851,11 +846,11 @@ export default class Game {
// Formating
let stringConsole = obj,
stringLog = obj,
totalCreatures = this.creatures.length,
creature: Creature,
i;
creature: Creature;

const totalCreatures = this.creatures.length;

for (i = 0; i < totalCreatures; i++) {
for (let i = 0; i < totalCreatures; i++) {
creature = this.creatures[i];

if (creature) {
Expand Down Expand Up @@ -1009,19 +1004,19 @@ export default class Game {
}

checkTime() {
let date = new Date().valueOf() - this.pauseTime,
const date = new Date().valueOf() - this.pauseTime,
p = this.activeCreature.player,
alertTime = 5, // In seconds
msgStyle: CreatureHintType = 'msg_effects',
totalPlayers = this.playerMode,
i;
totalPlayers = this.playerMode;

let msgStyle: CreatureHintType = 'msg_effects';

p.totalTimePool = Math.max(p.totalTimePool, 0); // Clamp

// Check all timepools
// Check is always true for infinite time
let playerStillHaveTime = this.timePool > 0 ? false : true;
for (i = 0; i < totalPlayers; i++) {
for (let i = 0; i < totalPlayers; i++) {
// Each player
playerStillHaveTime = this.players[i].totalTimePool > 0 || playerStillHaveTime;
}
Expand Down Expand Up @@ -1107,10 +1102,9 @@ export default class Game {
* Additonaly, ensure that a `type` property exists on each creature.
*/
retrieveCreatureStats(type: CreatureType) {
let totalCreatures = this.creatureData.length,
i: number;
const totalCreatures = this.creatureData.length;

for (i = totalCreatures - 1; i >= 0; i--) {
for (let i = totalCreatures - 1; i >= 0; i--) {
if (
//@ts-expect-error 2339 `type` does not exist on units in `units.ts`
this.creatureData[i].type == type ||
Expand Down Expand Up @@ -1202,11 +1196,10 @@ export default class Game {
}

triggerDeleteEffect(trigger, creature) {
let effects = creature == 'all' ? this.effects : creature.effects,
totalEffects = effects.length,
i;
const effects = creature == 'all' ? this.effects : creature.effects;
let totalEffects = effects.length;

for (i = 0; i < totalEffects; i++) {
for (let i = 0; i < totalEffects; i++) {
const effect = effects[i];

if (
Expand Down Expand Up @@ -1262,12 +1255,12 @@ export default class Game {

// Removed individual args from definition because we are using the arguments variable.
onStartPhase(/* creature, callback */) {
let creature = arguments[0],
totalTraps = this.traps.length,
trap,
i;
const creature = arguments[0],
totalTraps = this.traps.length;

let trap: Trap;

for (i = 0; i < totalTraps; i++) {
for (let i = 0; i < totalTraps; i++) {
trap = this.traps[i];

if (trap === undefined) {
Expand Down Expand Up @@ -1377,7 +1370,7 @@ export default class Game {
}

findCreature(o) {
let ret = [],
const ret: Creature[] = [],
o2 = $j.extend(
{
team: -1, // No team
Expand All @@ -1386,13 +1379,11 @@ export default class Game {
o,
),
creatures = this.creatures,
totalCreatures = creatures.length,
creature,
match,
wrongTeam,
i;
totalCreatures = creatures.length;

for (i = 0; i < totalCreatures; i++) {
let creature: Creature, match: boolean, wrongTeam: boolean;

for (let i = 0; i < totalCreatures; i++) {
creature = creatures[i];

if (creature) {
Expand Down Expand Up @@ -1433,27 +1424,25 @@ export default class Game {
}

clearOncePerDamageChain() {
let creatures = this.creatures,
const creatures = this.creatures,
totalCreatures = creatures.length,
totalEffects = this.effects.length,
creature: Creature,
totalAbilities,
i,
j;
totalEffects = this.effects.length;

let creature: Creature, totalAbilities;

for (i = totalCreatures - 1; i >= 0; i--) {
for (let i = totalCreatures - 1; i >= 0; i--) {
creature = this.creatures[i];

if (creature) {
totalAbilities = creature.abilities.length;

for (j = totalAbilities - 1; j >= 0; j--) {
for (let j = totalAbilities - 1; j >= 0; j--) {
creature.abilities[j].triggeredThisChain = false;
}
}
}

for (i = 0; i < totalEffects; i++) {
for (let i = 0; i < totalEffects; i++) {
// @ts-expect-error 2339
// `this.effects` might be the wrong type or need to look at `EffectTarget` type definition
this.effects[i].triggeredThisChain = false;
Expand Down

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