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QUESTION
When am trying to do simple animation for div using framer motion. Am getting this following error in browser
/node_modules/framer-motion/dist/es/components/AnimatePresence/index.mjs
...ANSWER
Answered 2021-Nov-01 at 16:16Here's the response to the issue from the Framer Discord
regarding the issue with the current version of create-react-app (CRA) the issue is being tracked on GitHub here: https://github.com/formatjs/formatjs/issues/1395
After testing a bit it seems that the issue is with how CRA handles ESM dependancies and more particularly transitive dependancies are not handled correctly it seems. There is also an outstanding issue with CRA about this https://github.com/facebook/create-react-app/issues/10356.
Options:
This is fixed/doesn't break in the next version of CRA which you can try today (https://github.com/facebook/create-react-app/discussions/11278) take note though its still in alpha.
You can patch CRA to get around the issue as described in a number of tickets from other libraries
QUESTION
I need help. Im new on coding, so I've developed a game with pygame. It's a game where you fight as a robot against a zombie. If a fireball collides with the zombie, the heart picture will be updated from filled to half and so on.
The Tech-Lead said that this code is not efficient because of the many if statements in the def hearts() method in the Enemy class.
Could you please help me to shorten it? I have absolutely 0 idea what I could do. Thinking about loops, but dont know how to do it. Please help me
Here is my code:
...ANSWER
Answered 2022-Mar-11 at 00:50The tech-lead is wrong: your code is perfectly efficient the way it is written. Making the code shorter does not make it faster or more "elegant".
However, shorter code can be easier to maintain and change. Your code is fine as long as the number of heart containers is always exactly 12. But if you want to change that (to increase/decrease the difficultly of the game, or let the player get new heart containers) then this code won't work. It is hard-coded to work with exactly 12 heart containers only.
To change this, put this repetitive code in a loop. You'll need to look at the pattern of how the numbers change and create a small math formula for it. I've come up with the following. (I've also added constants instead of the integer literals, so that the code is easier to read and change.)
QUESTION
I tried to add a spritesheet to my Phaser game the same way I've done it a few times before, however this time it seems to not load the images correctly, causing it to display a black & green square instead and causing it to throw an error when trying to play an animation.
Can anyone tell what is causing this issue?
(Warning: Playing the Code here seems to freeze up your browser for a few seconds, alternatively view on JSFiddle: https://jsfiddle.net/cak3goru/4/ )
...ANSWER
Answered 2022-Feb-23 at 05:57The problem is, that you are using the wrong function, you should use this.anims.generateFrameNames
, and not this.anims.generateFrameNumbers
.
And set the correct key clean
for the sprite.
the line should be:
QUESTION
I have this error when I touch a wall to change scene:
Cannot read properties of undefined (reading 'start')
I tried several techniques but none worked, yet I have no other errors and my code is quite simple and I don't understand why it doesn't work... Here is my code:
...ANSWER
Answered 2022-Feb-15 at 13:01The problem is this line:
QUESTION
I'm trying to convert a video file (.mp4
) to a Dicom file.
I have succeeded to do it by storing single images (one per frame of the video) in the Dicom,
but the result is a too large file, it's not good for me.
Instead I want to encapsulate the H.264 bitstream as it is stored in the video file, into the Dicom file.
I've tried to get the bytes of the file as follows:
ANSWER
Answered 2022-Feb-09 at 08:59The trick is to redirect the value of the attribute PixelData to a file stream. With this, the video is loaded in chunks and on demand (i.e. when the attribute is accessed). But you have to create the whole structure explicitly, that is:
- The Pixel Data element
- The Pixel Sequence with...
- ...the offset table
- ...a single item containing the contents of the MPEG file
Code
QUESTION
I would like to be able to robustly stop a video when the video arrives on some specified frames in order to do oral presentations based on videos made with Blender, Manim...
I'm aware of this question, but the problem is that the video does not stops exactly at the good frame. Sometimes it continues forward for one frame and when I force it to come back to the initial frame we see the video going backward, which is weird. Even worse, if the next frame is completely different (different background...) this will be very visible.
To illustrate my issues, I created a demo project here (just click "next" and see that when the video stops, sometimes it goes backward). The full code is here.
The important part of the code I'm using is:
...ANSWER
Answered 2022-Jan-21 at 19:18The video has frame rate of 25fps, and not 24fps:
After putting the correct value it works ok: demo
The VideoFrame api heavily relies on FPS provided by you. You can find FPS of your videos offline and send as metadata along with stop frames from server.
The site videoplayer.handmadeproductions.de uses window.requestAnimationFrame() to get the callback.
There is a new better alternative to requestAnimationFrame. The requestVideoFrameCallback(), allows us to do per-video-frame operations on video.
The same functionality, you domed in OP, can be achieved like this:
QUESTION
In the following p5.js code I'm trying to create 2 separate methods.
centerInWindow()
is meant to keep the image centered in the canvas while it's being scaled down after the user clicks on the canvas.
centerToClick()
is meant to keep the image centered on the point the user clicked on, while it's being scaled up.
None of them work and I'm having trouble getting the logic right.
...ANSWER
Answered 2022-Jan-28 at 03:39There are probably multiple ways to solve this problem, but here's one:
Imaging your viewport is an NxM rectangle, and you are drawing some portion of a scene in within that viewport. In order to zoom in and out you can shift the origin at which you draw that scene and increase or decrease the scale. The tricky part is to make it possible to zoom in and out centered on an arbitrary point within the currently visible portion of the scene, keeping that point in the scene locked to the current point in the viewport.
Given some center point, and a desired scale factor, it is possible to determine the necessary change in the offset of the scene to preserve the position of the center point after scaling.
There's probably some complicated trigonometric proof for how to calculate this, but conveniently it is a simple calculation based on the ratio of the offset of the mouse from the current top left of the scene, to the scaled height of the scene.
QUESTION
I'm trying to make a button with cool-down animation with Phaser 3. Here is the code.
...ANSWER
Answered 2022-Jan-23 at 07:08The code in this solution, is not much shorter, but a bit more cleaner/reuseable.
I would use the Phaser Masks (here is the link to the documentation)
And create a helper class, to abstract the whole masking and tweening logic out of the scene.
This helper class makes, the button also reuseable (the name for the helper class is maybe not the best).
The main idea is:
- Create a mask the "masks" part of the image
- Alter the mask with the tween, the tween alters only the percentage of the circle that is visible / hidden.
- on the Tween Update Methode the Phaser Graphics Object (the mask) is rerendered.
Minor Update: corrected the mask starting angle, so that it matches with your example.
QUESTION
var config = {
type: Phaser.AUTO,
width: 1900,
height: 1000,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var main = document.getElementById("startBtn")
var gameOver
score = 0;
function start() {
game = new Phaser.Game(config);
main.innerHTML = ''
score = 0;
}
function preload() {
this.load.image('Background', 'assets/Background.jpg');
this.load.image('ground', 'assets/platform.png');
this.load.image('coin', 'assets/coin.png');
this.load.image('redCoin', 'assets/redCoin.png');
this.load.spritesheet('monkey',
'assets/monkey.png',
{ frameWidth: 600, frameHeight: 720 }
);
}
var platforms;
var score = 0;
var scoreText;
function create() {
this.add.image(500, 275, 'Background').setScale(3);
this.w = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W)
this.a = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A)
this.s = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S)
this.d = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D)
platforms = this.physics.add.staticGroup();
platforms.create(200, 650, 'ground').setScale(0.15).refreshBody();
platforms.create(600, 400, 'ground').setScale(0.15).refreshBody();
platforms.create(1600, 650, 'ground').setScale(0.15).refreshBody();
platforms.create(750, 100, 'ground').setScale(0.15).refreshBody();
platforms.create(850, 750, 'ground').setScale(0.15).refreshBody();
platforms.create(100, 950, 'ground').setScale(0.15).refreshBody();
platforms.create(400, 950, 'ground').setScale(0.15).refreshBody();
platforms.create(700, 950, 'ground').setScale(0.15).refreshBody();
platforms.create(1000, 950, 'ground').setScale(0.15).refreshBody();
platforms.create(1300, 950, 'ground').setScale(0.15).refreshBody();
platforms.create(1600, 950, 'ground').setScale(0.15).refreshBody();
platforms.create(1900, 950, 'ground').setScale(0.15).refreshBody();
platforms.create(1800, 800, 'ground').setScale(0.15).refreshBody();
platforms.create(250, 250, 'ground').setScale(0.15).refreshBody();
platforms.create(1000, 500, 'ground').setScale(0.15).refreshBody();
platforms.create(1150, 220, 'ground').setScale(0.15).refreshBody();
player = this.physics.add.sprite(100, 450, 'monkey').setScale(0.075);
this.physics.add.collider(player, platforms);
player.setBounce(0.2);
player.setCollideWorldBounds(true);
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('monkey', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'turn',
frames: [{ key: 'monkey', frame: 4 }],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('monkey', { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});
coins = this.physics.add.group({
key: 'coin',
repeat: 10,
setXY: { x: 12, y: 0, stepX: 150 }
});
coins.children.iterate(function (child) {
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
child.setScale(0.05)
});
this.physics.add.collider(coins, platforms);
this.physics.add.overlap(player, coins, collectCoin, null, this);
redCoins = this.physics.add.group();
this.physics.add.collider(redCoins, platforms);
this.physics.add.collider(player, redCoins, hitredCoin, null, this);
scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '64px', fill: 'rgb(85, 1, 1)' });
}
function update() {
cursors = this.input.keyboard.createCursorKeys();
if (cursors.left.isDown) {
player.setVelocityX(-160);
player.anims.play('left', true);
}
else if (cursors.right.isDown) {
player.setVelocityX(160);
player.anims.play('right', true);
}
else {
player.setVelocityX(0);
player.anims.play('turn');
}
if (cursors.up.isDown && player.body.touching.down) {
player.setVelocityY(-330);
}
}
function collectCoin(player, coin) {
coin.disableBody(true, true);
score += 1;
scoreText.setText('Score: ' + score);
if (coins.countActive(true) === 0) {
coins.children.iterate(function (child) {
child.enableBody(true, child.x, 0, true, true);
});
var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
var redCoin = redCoins.create(x, 16, 'redCoin').setScale(0.05);
redCoin.setBounce(1);
redCoin.setCollideWorldBounds(true);
redCoin.setVelocity(Phaser.Math.Between(-200, 200), 20);
}
}
function hitredCoin(player, redCoin) {
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
gameOver = true;
window.setTimeout(restart, 3000);
}
function restart () {
this.scene.stop();
this.scene.start();
}
...ANSWER
Answered 2022-Jan-11 at 18:37The problem is that the this
context is not set.
you can do this simply with the bind
function. Here is the link to the documentation (https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_objects/Function/bind)
Just change the line to this:
QUESTION
This is a game where the monkey moves around the platforms collecting coins. I want to have the monkey shoot a banana when the down arrow and left arrow are pressed.
How would I create the bullet?
I have the keypress for the shooting and it calls shootR or shootL depending on which arrow is pressed. What I need is to create the projectile and have it move to the right or left(not affected by gravity). Can I get some help creating this projectile as var proj = projs.create(x, y, 'proj'); is not working. I am good at coding with js and phaser is new to me so help would be greatly appreciated.
...ANSWER
Answered 2022-Jan-04 at 20:45There are somethings to unpack here,
Btw.: usually on stackoverflow you should only post the essential code: https://stackoverflow.com/help/minimal-reproducible-example this makes helping easy
But back to your question:
- First of all, the functions
shootR
andshootL
don't work because, they are defined with parameters, but they are not passed. So theplayer
parameter is overloading the globalplayer
variable (btw. the global player variable is never declared withvar
,let
orconst
)
function definitions:
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Edit the app.js to add interactions and animations (see example code below)
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