Fixed linting issues
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@@ -5,11 +5,7 @@
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* @param {number} targetMagic The target magic level
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* @returns {number} count / Game.fps The time it takes to reach targetMagic
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*/
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export default function CalculateGrimoireRefillTime(
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currentMagic,
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maxMagic,
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targetMagic,
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) {
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export default function CalculateGrimoireRefillTime(currentMagic, maxMagic, targetMagic) {
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let magic = currentMagic;
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let count = 0;
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while (magic < targetMagic) {
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@@ -18,16 +18,10 @@ export default function GetCPS() {
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return Game.cookiesPs * (1 - Game.cpsSucked);
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}
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if (CMOptions.CalcWrink === 1) {
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return (
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Game.cookiesPs *
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(CacheCurrWrinklerCPSMult + (1 - CacheCurrWrinklerCount * 0.05))
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);
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return Game.cookiesPs * (CacheCurrWrinklerCPSMult + (1 - CacheCurrWrinklerCount * 0.05));
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}
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if (CacheWrinklersFattest[1] !== null)
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if (
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CMOptions.CalcWrink === 2 &&
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Game.wrinklers[CacheWrinklersFattest[1]].type === 1
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) {
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if (CMOptions.CalcWrink === 2 && Game.wrinklers[CacheWrinklersFattest[1]].type === 1) {
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return (
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Game.cookiesPs *
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((CacheCurrWrinklerCPSMult * 3) / CacheCurrWrinklerCount +
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@@ -36,7 +30,6 @@ export default function GetCPS() {
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}
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return (
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Game.cookiesPs *
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(CacheCurrWrinklerCPSMult / CacheCurrWrinklerCount +
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(1 - CacheCurrWrinklerCount * 0.05))
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(CacheCurrWrinklerCPSMult / CacheCurrWrinklerCount + (1 - CacheCurrWrinklerCount * 0.05))
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);
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}
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@@ -1,7 +1,4 @@
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import {
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CacheWrinklersFattest,
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CacheWrinklersTotal,
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} from '../../Cache/VariablesAndData';
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import { CacheWrinklersFattest, CacheWrinklersTotal } from '../../Cache/VariablesAndData';
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import { CMOptions } from '../../Config/VariablesAndData';
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/**
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@@ -5,11 +5,8 @@
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*/
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export default function UpdateBackground() {
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Game.Background.canvas.width = Game.Background.canvas.parentNode.offsetWidth;
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Game.Background.canvas.height =
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Game.Background.canvas.parentNode.offsetHeight;
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Game.LeftBackground.canvas.width =
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Game.LeftBackground.canvas.parentNode.offsetWidth;
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Game.LeftBackground.canvas.height =
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Game.LeftBackground.canvas.parentNode.offsetHeight;
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Game.Background.canvas.height = Game.Background.canvas.parentNode.offsetHeight;
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Game.LeftBackground.canvas.width = Game.LeftBackground.canvas.parentNode.offsetWidth;
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Game.LeftBackground.canvas.height = Game.LeftBackground.canvas.parentNode.offsetHeight;
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Game.DrawBackground();
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}
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