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Top 10 Examples of "animejs in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'animejs' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

console.log("I wonder if anyone will ever actually read this.");
});

const usesEnums = anime({
	targets: ".usingEnumsIsAReallyHandyThing",
	direction: "reverse",
	easing: "inoutexpo",
	someProperty: "+=4000"
});

const bezier = anime.bezier(0, 0, 100, 100);
// anime.speed = 100000000;
(anime as any).speed = 4000;
anime.easings['hello'] = anime.bezier(0, 0, 1900, 3020);
const runningAnims = anime.running;
anime.remove(".tiny-divvy-div");

anime.timeline().add({
	targets: [],
	duration: 1000,
	easing: "linear",
}, 0);

anime({
	targets: ".mizi",
	keyframes: [
    {translateY: -40, delay: 123},
    {translateX: 250},
    {translateY: 40},
    {translateX: 0},
		{translateY: 0}
	],
tl.finished.then(() => {
	console.log("I wonder if anyone will ever actually read this.");
});

const usesEnums = anime({
	targets: ".usingEnumsIsAReallyHandyThing",
	direction: "reverse",
	easing: "inoutexpo",
	someProperty: "+=4000"
});

const bezier = anime.bezier(0, 0, 100, 100);
// anime.speed = 100000000;
(anime as any).speed = 4000;
anime.easings['hello'] = anime.bezier(0, 0, 1900, 3020);
const runningAnims = anime.running;
anime.remove(".tiny-divvy-div");

anime.timeline().add({
	targets: [],
	duration: 1000,
	easing: "linear",
}, 0);

anime({
	targets: ".mizi",
	keyframes: [
    {translateY: -40, delay: 123},
    {translateX: 250},
    {translateY: 40},
    {translateX: 0},
		{translateY: 0}
test2.reverse();
test3.pause();
tl.seek(4000);

tl.finished.then(() => {
	console.log("I wonder if anyone will ever actually read this.");
});

const usesEnums = anime({
	targets: ".usingEnumsIsAReallyHandyThing",
	direction: "reverse",
	easing: "inoutexpo",
	someProperty: "+=4000"
});

const bezier = anime.bezier(0, 0, 100, 100);
// anime.speed = 100000000;
(anime as any).speed = 4000;
anime.easings['hello'] = anime.bezier(0, 0, 1900, 3020);
const runningAnims = anime.running;
anime.remove(".tiny-divvy-div");

anime.timeline().add({
	targets: [],
	duration: 1000,
	easing: "linear",
}, 0);

anime({
	targets: ".mizi",
	keyframes: [
    {translateY: -40, delay: 123},
tl.finished.then(() => {
	console.log("I wonder if anyone will ever actually read this.");
});

const usesEnums = anime({
	targets: ".usingEnumsIsAReallyHandyThing",
	direction: "reverse",
	easing: "inoutexpo",
	someProperty: "+=4000"
});

const bezier = anime.bezier(0, 0, 100, 100);
// anime.speed = 100000000;
(anime as any).speed = 4000;
anime.easings['hello'] = anime.bezier(0, 0, 1900, 3020);
const runningAnims = anime.running;
anime.remove(".tiny-divvy-div");

anime.timeline().add({
	targets: [],
	duration: 1000,
	easing: "linear",
}, 0);

anime({
	targets: ".mizi",
	keyframes: [
    {translateY: -40, delay: 123},
    {translateX: 250},
    {translateY: 40},
    {translateX: 0},
return new MoveLank(() => {
      if (resource) {
        this.addLank(key, this.loader.getThangType(resource), thang)
      }
      if (!this.lanks[key]) {
        throw new Error('You are using a lank that hasn\'t been created yet, in setup!')
      }
      // normalize parameters
      pos.x = pos.x !== undefined ? pos.x : this.lanks[key].thang.pos.x
      pos.y = pos.y !== undefined ? pos.y : this.lanks[key].thang.pos.y
      if (this.lanks[key].thang.pos.x === pos.x && this.lanks[key].thang.pos.y === pos.y) {
        console.warn('Are you accidentally not moving the Lank?')
      }
      const lankStateChanged = () => { this.lanks[key].thang.stateChanged = true }
      const animation = anime({
        targets: this.lanks[key].thang.pos,
        x: pos.x,
        y: pos.y,
        duration: ms,
        autoplay: false,
        delay: 500, // Hack to provide some time for lank to load.
        easing: 'easeInOutQuart',
        // Inform update engine to render thang at new position.
        update: lankStateChanged,
        complete: lankStateChanged
      })

      return {
        lankStateChanged,
        animation,
        run: () => new Promise((resolve, reject) => {
componentDidMount(props) {
    let membershipId = this.state.membershipId;

    // If the user reloads or visits this page with a copied address,
    // then use the query parameters for our requests.
    if (this.props.membershipId === '') {
      let parsed = queryString.parse(this.props.location.search);
      membershipId = parsed.membershipId;
      this.fetchCharacterData(parsed.platform, parsed.membershipId);
    } else {
      this.fetchCharacterData(this.props.platform, this.props.membershipId);
    }

    const characterList = document.querySelector('.character-select');
    anime({
      targets: characterList,
      duration: 1000,
      easing: 'easeInOutQuart',
      opacity: [0, 1],
      translateY: [20, 0]
    })
  }
async function animateLibraries(deck) {
  // create a tween from enterProgress=0 to enterProgress=1
  const animation = anime({
    duration: librariesAnimation.duration,
    targets: librariesAnimation,
    enterProgress: 1,
    easing: 'linear',
    update() {
      // each tick, update the DeckGL layers with new values
      updateLayers(deck);
    },
  });

  updateLayers(deck);

  // wait for the animation to finish
  await animation.finished;
}
componentDidUpdate () {
    // Because we are re-rendering animated elements every time the component
    // is updated, we need to re-start the animations or reset the elements.
    this.startStandByAnimation();
    anime.set(this.dotLinesContainer.childNodes, { strokeDasharray: '3 7' });
  }
private async handleMouseEnter(value: string, uid: number) {
    if (this.disableMouseEnter) {
      // 键盘 up 和 down 操作会自动处理滚动条
      // 当滚动条改变后如果鼠标还在语言范围内会再次触发 mouseenter 事件
      // 为了避免视觉抖动执行 up 和 down 操作时不要执行原逻辑
      this.disableMouseEnter = false;
    } else {
      if (anime.running.length > 0) {
        // 动画过程中设置 selectedValue 会导致动画卡顿
        await Promise.all(anime.running.map(x => x.finished));
        await sleep(100);
      }
      this.selectedValue = value;
      this.selectedOptionId = uid;
    }
  }
function clear() {
    // stop all animations, clear shapes
    stoppedAnimations.length = 0;
    anime.running.forEach(a => a.pause());
    anime.running.length = 0;
    traverse('onTrigger', 'clear');
  }

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