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Top 9 Examples of "velocity in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'velocity' 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.

/* jshint newcap: false */
import Promise from "./promise";
import Ember from "ember";
import Velocity from "velocity";

// Make sure Velocity always has promise support by injecting our own
// RSVP-based implementation if it doesn't already have one.
if (!Velocity.Promise) {
  Velocity.Promise = Promise;
}

export function animate(elt, props, opts, label) {
  // These numbers are just sane defaults in the probably-impossible
  // case where somebody tries to read our state before the first
  // 'progress' callback has fired.
  var state = { percentComplete: 0, timeRemaining: 100, timeSpent: 0 };

  if (!elt || elt.length === 0) {
    return Promise.resolve();
  }

  if (!opts) {
    opts = {};
  } else {
/* jshint newcap: false */
import Promise from "./promise";
import Ember from "ember";
import Velocity from "velocity";

// Make sure Velocity always has promise support by injecting our own
// RSVP-based implementation if it doesn't already have one.
if (!Velocity.Promise) {
  Velocity.Promise = Promise;
}

export function animate(elt, props, opts, label) {
  // These numbers are just sane defaults in the probably-impossible
  // case where somebody tries to read our state before the first
  // 'progress' callback has fired.
  var state = { percentComplete: 0, timeRemaining: 100, timeSpent: 0 };

  if (!elt || elt.length === 0) {
    return Promise.resolve();
  }

  if (!opts) {
    opts = {};
  } else {
    opts = Ember.copy(opts);
// Flip with Scale<0 not working! --> Need to adjust position!!!
                if (layers[i].properties.hasOwnProperty('scale')) {
                    object.scale.x = parseFloat(layers[i].properties.scale);
                    object.scale.y = parseFloat(layers[i].properties.scale);
                    object.width /= object.scale.x;
                    object.height /= object.scale.y;
                }
                if (layers[i].properties.hasOwnProperty('scale.x')) {
                    object.scale.x = parseFloat(layers[i].properties["scale.x"], 10);
                }
                if (layers[i].properties.hasOwnProperty('scale.y')) {
                    object.scale.y = parseFloat(layers[i].properties["scale.y"], 10);
                }

                // TODO: Make velocity work for non tileSprites:
                object.velocity.x = layers[i].properties.hasOwnProperty('velocity.x') ? parseFloat(layers[i].properties["velocity.x"]) : object.velocity.x;
                object.velocity.y = layers[i].properties.hasOwnProperty('velocity.y') ? parseFloat(layers[i].properties["velocity.y"]) : object.velocity.y;

                if (layers[i].properties.hasOwnProperty('parallax') && parseFloat(layers[i].properties.parallax) > 0) {
                    object.parallax = {
                        x: parseFloat(layers[i].properties.parallax),
                        y: parseFloat(layers[i].properties.parallax)
                    };
                    object.canBeSprite = false;
                }

                if (object.canBeSprite) {
                    var graphicalObject = game.add.sprite(object.x, object.y, object.imageKey);

                } else {
                    var graphicalObject = game.add.tileSprite(object.x, object.y, object.width, object.height, object.imageKey);
                }
// Flip with Scale<0 not working! --> Need to adjust position!!!
                if (layers[i].properties.hasOwnProperty('scale')) {
                    object.scale.x = parseFloat(layers[i].properties.scale);
                    object.scale.y = parseFloat(layers[i].properties.scale);
                    object.width /= object.scale.x;
                    object.height /= object.scale.y;
                }
                if (layers[i].properties.hasOwnProperty('scale.x')) {
                    object.scale.x = parseFloat(layers[i].properties["scale.x"], 10);
                }
                if (layers[i].properties.hasOwnProperty('scale.y')) {
                    object.scale.y = parseFloat(layers[i].properties["scale.y"], 10);
                }

                // TODO: Make velocity work for non tileSprites:
                object.velocity.x = layers[i].properties.hasOwnProperty('velocity.x') ? parseFloat(layers[i].properties["velocity.x"]) : object.velocity.x;
                object.velocity.y = layers[i].properties.hasOwnProperty('velocity.y') ? parseFloat(layers[i].properties["velocity.y"]) : object.velocity.y;

                if (layers[i].properties.hasOwnProperty('parallax') && parseFloat(layers[i].properties.parallax) > 0) {
                    object.parallax = {
                        x: parseFloat(layers[i].properties.parallax),
                        y: parseFloat(layers[i].properties.parallax)
                    };
                    object.canBeSprite = false;
                }

                if (object.canBeSprite) {
                    var graphicalObject = game.add.sprite(object.x, object.y, object.imageKey);

                } else {
                    var graphicalObject = game.add.tileSprite(object.x, object.y, object.width, object.height, object.imageKey);
                }
if (layers[i].properties.hasOwnProperty('scale')) {
                    object.scale.x = parseFloat(layers[i].properties.scale);
                    object.scale.y = parseFloat(layers[i].properties.scale);
                    object.width /= object.scale.x;
                    object.height /= object.scale.y;
                }
                if (layers[i].properties.hasOwnProperty('scale.x')) {
                    object.scale.x = parseFloat(layers[i].properties["scale.x"], 10);
                }
                if (layers[i].properties.hasOwnProperty('scale.y')) {
                    object.scale.y = parseFloat(layers[i].properties["scale.y"], 10);
                }

                // TODO: Make velocity work for non tileSprites:
                object.velocity.x = layers[i].properties.hasOwnProperty('velocity.x') ? parseFloat(layers[i].properties["velocity.x"]) : object.velocity.x;
                object.velocity.y = layers[i].properties.hasOwnProperty('velocity.y') ? parseFloat(layers[i].properties["velocity.y"]) : object.velocity.y;

                if (layers[i].properties.hasOwnProperty('parallax') && parseFloat(layers[i].properties.parallax) > 0) {
                    object.parallax = {
                        x: parseFloat(layers[i].properties.parallax),
                        y: parseFloat(layers[i].properties.parallax)
                    };
                    object.canBeSprite = false;
                }

                if (object.canBeSprite) {
                    var graphicalObject = game.add.sprite(object.x, object.y, object.imageKey);

                } else {
                    var graphicalObject = game.add.tileSprite(object.x, object.y, object.width, object.height, object.imageKey);
                }
                var ObjectKeys = Object.keys(object);
if (layers[i].properties.hasOwnProperty('scale')) {
                    object.scale.x = parseFloat(layers[i].properties.scale);
                    object.scale.y = parseFloat(layers[i].properties.scale);
                    object.width /= object.scale.x;
                    object.height /= object.scale.y;
                }
                if (layers[i].properties.hasOwnProperty('scale.x')) {
                    object.scale.x = parseFloat(layers[i].properties["scale.x"], 10);
                }
                if (layers[i].properties.hasOwnProperty('scale.y')) {
                    object.scale.y = parseFloat(layers[i].properties["scale.y"], 10);
                }

                // TODO: Make velocity work for non tileSprites:
                object.velocity.x = layers[i].properties.hasOwnProperty('velocity.x') ? parseFloat(layers[i].properties["velocity.x"]) : object.velocity.x;
                object.velocity.y = layers[i].properties.hasOwnProperty('velocity.y') ? parseFloat(layers[i].properties["velocity.y"]) : object.velocity.y;

                if (layers[i].properties.hasOwnProperty('parallax') && parseFloat(layers[i].properties.parallax) > 0) {
                    object.parallax = {
                        x: parseFloat(layers[i].properties.parallax),
                        y: parseFloat(layers[i].properties.parallax)
                    };
                    object.canBeSprite = false;
                }

                if (object.canBeSprite) {
                    var graphicalObject = game.add.sprite(object.x, object.y, object.imageKey);

                } else {
                    var graphicalObject = game.add.tileSprite(object.x, object.y, object.width, object.height, object.imageKey);
                }
                var ObjectKeys = Object.keys(object);
/*
  This makes it possible to animate outerHeight and outerWidth with
  Velocity, which is much more convenient for our purposes. Submitted
  to Velocity as PR #485.
*/

import Velocity from "velocity";
var VCSS = Velocity.CSS;

function augmentDimension(name, element) {
  var sides = name === 'width' ? ['Left', 'Right' ] : ['Top', 'Bottom'];

  if (VCSS.getPropertyValue(element, "boxSizing").toString().toLowerCase() === 'border-box') {
    /* in box-sizing mode, the VCSS width / height accessors already give the outerWidth / outerHeight. */
    return 0;
  } else {
    var augment = 0;
    var fields = ['padding'+sides[0], 'padding'+sides[1], 'border'+sides[0]+'Width', 'border'+sides[1]+'Width'];
    for (var i = 0; i < fields.length; i++) {
      var value = parseFloat(VCSS.getPropertyValue(element, fields[i]));
      if (!isNaN(value)) {
        augment += value;
      }
    }
export function renderVM(template, data) {
  const engine = new Engine({template});
  const velocityDataPrivate = loadJson('../../velocity.private.data.js');
  return engine.render(Object.assign({}, velocityData, velocityDataPrivate, data));
}
}
    if(file.isStream()){
      return this.emit('error',new Error(PLUGIN_NAME + ": Streaming not supported"));
    }

    if (file.isBuffer()) {
      opt.filePath = file.path;
      opt.template = String(file.contents);
      try{
        var context = getContext(opt);
      }catch(err){
        return this.emit('error',err)
      }
     
      try{
        var renderResult = new vEngine(opt).render(context);
      }catch(err){
        console.log("[gulp-velocity]",colors.red('Error:'),colors.yellow(err.stack));
        return this.emit('error',err)
      }
      file.contents = new Buffer(renderResult);
      this.emit('data', file);
    }
  }

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