Framer | Framer - Design Everything | Frontend Framework library

 by   koenbok JavaScript Version: tmp License: MIT

kandi X-RAY | Framer Summary

kandi X-RAY | Framer Summary

Framer is a JavaScript library typically used in User Interface, Frontend Framework, React applications. Framer has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can install using 'npm i framerjs' or download it from GitHub, npm.

We are in the process of open sourcing our new Framer Library for React. Come back soon.
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              Framer has a medium active ecosystem.
              It has 5767 star(s) with 506 fork(s). There are 274 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 174 open issues and 190 have been closed. On average issues are closed in 233 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Framer is tmp

            kandi-Quality Quality

              Framer has no bugs reported.

            kandi-Security Security

              Framer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Framer is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Framer releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are available. Examples and code snippets are not available.

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            Framer Key Features

            No Key Features are available at this moment for Framer.

            Framer Examples and Code Snippets

            No Code Snippets are available at this moment for Framer.

            Community Discussions

            QUESTION

            Error importing Framer Motion v5 in React (with create-react-app)
            Asked 2022-Mar-13 at 15:19

            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 16:16

            Here'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:

            1. 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.

            2. You can patch CRA to get around the issue as described in a number of tickets from other libraries

            Source https://stackoverflow.com/questions/69769360

            QUESTION

            What to do with many almost-same if-statements?
            Asked 2022-Mar-11 at 05:29

            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 00:50

            The 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.)

            Source https://stackoverflow.com/questions/71432303

            QUESTION

            Phaser 3: Spritesheet doesn't load correctly
            Asked 2022-Feb-23 at 05:57

            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 05:57

            The 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:

            Source https://stackoverflow.com/questions/71225698

            QUESTION

            Phaser3 Scene switching error. How can i do?
            Asked 2022-Feb-15 at 13:01

            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 13:01

            The problem is this line:

            Source https://stackoverflow.com/questions/70932831

            QUESTION

            How to encapsulate the H.264 bitstream of video file in C++
            Asked 2022-Feb-09 at 08:59

            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 08:59

            The 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

            Source https://stackoverflow.com/questions/71034159

            QUESTION

            Javascript: frame precise video stop
            Asked 2022-Jan-28 at 14:55

            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 19:18

            The 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:

            Source https://stackoverflow.com/questions/70613008

            QUESTION

            p5.js: How do I zoom to a point on the canvas?
            Asked 2022-Jan-28 at 03:39

            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 03:39

            There 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.

            Source https://stackoverflow.com/questions/70871986

            QUESTION

            To make a cool-down animation I loaded a bunch of images. Is it feasible to use crop or tweens in Phaser 3 to do the job?
            Asked 2022-Jan-23 at 07:08

            I'm trying to make a button with cool-down animation with Phaser 3. Here is the code.

            ...

            ANSWER

            Answered 2022-Jan-23 at 07:08

            The 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.

            Source https://stackoverflow.com/questions/70749212

            QUESTION

            Phaser: How to fix the delay of the restart function, i am using window.setTimeout
            Asked 2022-Jan-11 at 18:37
            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 18:37

            The 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:

            Source https://stackoverflow.com/questions/70490426

            QUESTION

            Creating A Bullet Sprite At Players Sprite Location In Phaser But The Sprite Wont Be Created / Added To The Game
            Asked 2022-Jan-04 at 20:45

            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 20:45

            There 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 and shootL don't work because, they are defined with parameters, but they are not passed. So the player parameter is overloading the global player variable (btw. the global player variable is never declared with var, let or const)

            function definitions:

            Source https://stackoverflow.com/questions/70583479

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Framer

            Download (Framer.js & Framer Generator)
            Open index.html in a WebKit browser and you'll see an image animate on click
            Edit the app.js to add interactions and animations (see example code below)
            Learn with our beginner guides that give you a basic overview of Framer Library and a few simple pointers on how to set yourself up for success. Become part of the community and join the Facebook Group or engage with members in your city. Over 19.000 designers, engineers and creators are waiting to meet you.

            Support

            Download or fork the repositoryMake sure you have the latest version of node and npm installedRun make dist to build the latest versionRun make to rebuild the latest version on changesRun make test to run the unit tests in phantomjsRun make to retest the latest version on changesPlease use the issue trackerTry to include an example and clearly describe expected behaviour
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