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Bump prettier from 2.8.8 to 3.0.0 (#27777)
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* Bump prettier from 2.8.8 to 3.0.0

Bumps [prettier](https://github.com/prettier/prettier) from 2.8.8 to 3.0.0.
- [Release notes](https://github.com/prettier/prettier/releases)
- [Changelog](https://github.com/prettier/prettier/blob/main/CHANGELOG.md)
- [Commits](prettier/prettier@2.8.8...3.0.0)

---
updated-dependencies:
- dependency-name: prettier
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>

* Add trailing commas

* <!DOCTYPE html> -> <!doctype html>

* Separate CSS properties into multiline

* Misc. changes (whitespace, quotes, etc.)

* html -> xml

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Queen Vinyl Da.i'gyu-Kazotetsu <vinyldarkscratch@gmail.com>
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dependabot[bot] and queengooborg committed Jul 7, 2023
1 parent 4c2c49b commit acfe8c9
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Expand Up @@ -100,7 +100,7 @@ Crafty.c("Circle", {
this.y + this.radius,
this.radius,
0,
Math.PI * 2
Math.PI * 2,
);
ctx.closePath();
ctx.fill();
Expand Down
Expand Up @@ -19,13 +19,13 @@ To create a **`Box3` instance**, we need to provide the **lower and upper bounda
```js
const knot = new THREE.Mesh(
new THREE.TorusKnotGeometry(0.5, 0.1),
new MeshNormalMaterial({})
new MeshNormalMaterial({}),
);

knot.geometry.computeBoundingBox();
const knotBBox = new Box3(
knot.geometry.boundingBox.min,
knot.geometry.boundingBox.max
knot.geometry.boundingBox.max,
);
```

Expand All @@ -36,7 +36,7 @@ A more simple alternative that fixes the previous issue is to set those boundari
```js
const knot = new THREE.Mesh(
new THREE.TorusKnotGeometry(0.5, 0.1),
new MeshNormalMaterial({})
new MeshNormalMaterial({}),
);

const knotBBox = new Box3(new THREE.Vector3(), new THREE.Vector3());
Expand All @@ -50,12 +50,12 @@ Instantiating **`Sphere` objects** is similar. We need to provide the sphere's c
```js
const knot = new THREE.Mesh(
new THREE.TorusKnotGeometry(0.5, 0.1),
new MeshNormalMaterial({})
new MeshNormalMaterial({}),
);

const knotBSphere = new Sphere(
knot.position,
knot.geometry.boundingSphere.radius
knot.geometry.boundingSphere.radius,
);
```

Expand Down Expand Up @@ -144,7 +144,7 @@ To use it, we need to create a new `BoxHelper` instance and supply the geometry
```js
const knot = new THREE.Mesh(
new THREE.TorusKnotGeometry(0.5, 0.1),
new THREE.MeshNormalMaterial({})
new THREE.MeshNormalMaterial({}),
);
const knotBoxHelper = new THREE.BoxHelper(knot, 0x00ff00);
scene.add(knotBoxHelper);
Expand Down
6 changes: 3 additions & 3 deletions files/en-us/games/techniques/3d_collision_detection/index.md
Expand Up @@ -91,7 +91,7 @@ function isPointInsideSphere(point, sphere) {
const distance = Math.sqrt(
(point.x - sphere.x) * (point.x - sphere.x) +
(point.y - sphere.y) * (point.y - sphere.y) +
(point.z - sphere.z) * (point.z - sphere.z)
(point.z - sphere.z) * (point.z - sphere.z),
);
return distance < sphere.radius;
}
Expand All @@ -118,7 +118,7 @@ function intersect(sphere, other) {
const distance = Math.sqrt(
(sphere.x - other.x) * (sphere.x - other.x) +
(sphere.y - other.y) * (sphere.y - other.y) +
(sphere.z - other.z) * (sphere.z - other.z)
(sphere.z - other.z) * (sphere.z - other.z),
);
return distance < sphere.radius + other.radius;
}
Expand All @@ -143,7 +143,7 @@ function intersect(sphere, box) {
const distance = Math.sqrt(
(x - sphere.x) * (x - sphere.x) +
(y - sphere.y) * (y - sphere.y) +
(z - sphere.z) * (z - sphere.z)
(z - sphere.z) * (z - sphere.z),
);

return distance < sphere.radius;
Expand Down
Expand Up @@ -29,7 +29,7 @@ Let's start by setting up an environment to create something with A-Frame. We'll
The first step is to create an HTML document — inside your project directory, create a new `index.html` file, and save the follow HTML inside it:

```html
<!DOCTYPE html>
<!doctype html>
<html lang="en-US">
<head>
<meta charset="utf-8" />
Expand Down
Expand Up @@ -24,7 +24,7 @@ To start developing with Babylon.js, you don't need much. You should start off b
Here's the HTML structure we will use:

```html
<!DOCTYPE html>
<!doctype html>
<html lang="en-GB">
<head>
<meta charset="utf-8" />
Expand Down Expand Up @@ -98,7 +98,7 @@ Now the setup code is in place we need to think about implementing the standard
const camera = new BABYLON.FreeCamera(
"camera",
new BABYLON.Vector3(0, 0, -10),
scene
scene,
);
```

Expand All @@ -114,7 +114,7 @@ There are various [light sources](https://doc.babylonjs.com/divingDeeper/lights/
const light = new BABYLON.PointLight(
"light",
new BABYLON.Vector3(10, 10, 0),
scene
scene,
);
```

Expand Down
Expand Up @@ -28,7 +28,7 @@ To start developing with PlayCanvas, you don't need much. You should start off b
Here's the HTML structure we will use.

```html
<!DOCTYPE html>
<!doctype html>
<html lang="en-GB">
<head>
<meta charset="utf-8" />
Expand Down
Expand Up @@ -24,7 +24,7 @@ To start developing with Three.js, you don't need much. You should:
Here's the HTML structure we will use:

```html
<!DOCTYPE html>
<!doctype html>
<html lang="en-GB">
<head>
<meta charset="utf-8" />
Expand Down
Expand Up @@ -47,7 +47,7 @@ To start with the WebGL shaders you don't need much. You should:
Here's the HTML structure we will use.

```html
<!DOCTYPE html>
<!doctype html>
<html lang="en-US">
<head>
<meta charset="utf-8" />
Expand Down
4 changes: 2 additions & 2 deletions files/en-us/games/techniques/audio_for_web_games/index.md
Expand Up @@ -177,7 +177,7 @@ for (const button of buttons) {
stopTime = button.getAttribute("data-stop");
myAudio.play();
},
false
false,
);
}

Expand All @@ -188,7 +188,7 @@ myAudio.addEventListener(
myAudio.pause();
}
},
false
false,
);
```

Expand Down
Expand Up @@ -105,7 +105,7 @@ const buttonEnclave = this.add.button(
10,
"logo-enclave",
this.clickEnclave,
this
this,
);
```

Expand All @@ -117,7 +117,7 @@ this.buttonShoot = this.add.button(
0,
"button-alpha",
null,
this
this,
);
this.buttonShoot.onInputDown.add(this.shootingPressed, this);
this.buttonShoot.onInputUp.add(this.shootingReleased, this);
Expand Down
Expand Up @@ -115,7 +115,7 @@ const buttonEnclave = this.add.button(
10,
"logo-enclave",
this.clickEnclave,
this
this,
);
```

Expand All @@ -129,7 +129,7 @@ this.buttonShoot = this.add.button(
0,
"button-alpha",
null,
this
this,
);
this.buttonShoot.onInputDown.add(this.goShootPressed, this);
this.buttonShoot.onInputUp.add(this.goShootReleased, this);
Expand Down
Expand Up @@ -36,7 +36,7 @@ window.addEventListener(
(event) => {
console.log(event.keyCode);
},
true
true,
);
```

Expand All @@ -62,7 +62,7 @@ window.addEventListener(
//
}
},
true
true,
);
```

Expand Down
Expand Up @@ -64,7 +64,7 @@ for (let c = startCol; c <= endCol; c++) {
Math.round(x), // target x
Math.round(y), // target y
map.tsize, // target width
map.tsize // target height
map.tsize, // target height
);
}
}
Expand Down
Expand Up @@ -84,7 +84,7 @@ for (let c = 0; c < map.cols; c++) {
c * map.tsize, // target x
r * map.tsize, // target y
map.tsize, // target width
map.tsize // target height
map.tsize, // target height
);
}
}
Expand Down
Expand Up @@ -46,7 +46,7 @@ startButton = game.add.button(
this,
1,
0,
2
2,
);
startButton.anchor.set(0.5);
```
Expand Down
Expand Up @@ -38,7 +38,7 @@ lifeLostText = game.add.text(
game.world.width * 0.5,
game.world.height * 0.5,
"Life lost, click to continue",
{ font: "18px Arial", fill: "#0095DD" }
{ font: "18px Arial", fill: "#0095DD" },
);
lifeLostText.anchor.set(0.5);
lifeLostText.visible = false;
Expand All @@ -64,14 +64,14 @@ livesText = game.add.text(
game.world.width - 5,
5,
`Lives: ${lives}`,
textStyle
textStyle,
);
livesText.anchor.set(1, 0);
lifeLostText = game.add.text(
game.world.width * 0.5,
game.world.height * 0.5,
"Life lost, click to continue",
textStyle
textStyle,
);
lifeLostText.anchor.set(0.5);
lifeLostText.visible = false;
Expand Down
Expand Up @@ -17,7 +17,7 @@ Before we can start writing the game's functionality, we need to create a basic
The HTML document structure is quite simple, as the game will be rendered entirely on the {{htmlelement("canvas")}} element generated by the framework. Using your favorite text editor, create a new HTML document, save it as `index.html`, in a sensible location, and add the following code to it:

```html
<!DOCTYPE html>
<!doctype html>
<html lang="en-US">
<head>
<meta charset="utf-8" />
Expand Down
Expand Up @@ -46,7 +46,7 @@ Next up, we will initialize our paddle by adding the following `add.sprite()` ca
paddle = game.add.sprite(
game.world.width * 0.5,
game.world.height - 5,
"paddle"
"paddle",
);
```

Expand Down
Expand Up @@ -17,7 +17,7 @@ Before we can start writing the game's functionality, we need to create a basic
The HTML document structure is quite simple, as the game will be rendered entirely on the {{htmlelement("canvas")}} element. Using your favorite text editor, create a new HTML document, save it as `index.html`, in a sensible location, and add the following code to it:

```html
<!DOCTYPE html>
<!doctype html>
<html lang="en-US">
<head>
<meta charset="utf-8" />
Expand Down
Expand Up @@ -35,7 +35,7 @@ You can open the index file in your favorite browser to launch the game and try
We will be rendering our game on Canvas, but we won't do it manually — this will be taken care of by the framework. Let's set it up: our starting point is the `index.html` file with the following content. You can create this yourself if you want to follow along:

```html
<!DOCTYPE html>
<!doctype html>
<html lang="en-GB">
<head>
<meta charset="utf-8" />
Expand Down Expand Up @@ -135,12 +135,12 @@ Ball.Preloader.prototype = {
this.preloadBg = this.add.sprite(
(Ball._WIDTH - 297) * 0.5,
(Ball._HEIGHT - 145) * 0.5,
"preloaderBg"
"preloaderBg",
);
this.preloadBar = this.add.sprite(
(Ball._WIDTH - 158) * 0.5,
(Ball._HEIGHT - 50) * 0.5,
"preloaderBar"
"preloaderBar",
);
this.load.setPreloadSprite(this.preloadBar);

Expand Down Expand Up @@ -181,7 +181,7 @@ Ball.MainMenu.prototype = {
this,
2,
0,
1
1,
);
this.startButton.anchor.set(0.5, 0);
this.startButton.input.useHandCursor = true;
Expand Down Expand Up @@ -218,7 +218,7 @@ Ball.Howto.prototype = {
0,
"screen-howtoplay",
this.startGame,
this
this,
);
},
startGame() {
Expand Down Expand Up @@ -400,14 +400,14 @@ this.physics.arcade.collide(
this.borderGroup,
this.wallCollision,
null,
this
this,
);
this.physics.arcade.collide(
this.ball,
this.levels[this.level - 1],
this.wallCollision,
null,
this
this,
);
```

Expand Down Expand Up @@ -463,13 +463,13 @@ this.timerText = this.game.add.text(
15,
15,
`Time: ${this.timer}`,
this.fontBig
this.fontBig,
);
this.totalTimeText = this.game.add.text(
120,
30,
`Total time: ${this.totalTimer}`,
this.fontSmall
this.fontSmall,
);
```

Expand Down
6 changes: 5 additions & 1 deletion files/en-us/glossary/css_selector/index.md
Expand Up @@ -26,7 +26,11 @@ div.warning {
}

#customized {
font: 16px Lucida Grande, Arial, Helvetica, sans-serif;
font:
16px Lucida Grande,
Arial,
Helvetica,
sans-serif;
}
```

Expand Down

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