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/* 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);
}
}