How to use absPos method in wpt

Best JavaScript code snippet using wpt

newObjects.js

Source:newObjects.js Github

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12class object {3 constructor(game, relPos, type, size, colour, id, collider = false) {4 this.game = game;5 this.game.objects.push(this);6 this.relPos = relPos.copy();7 this.absPos = this.relPos.copy();8 this.type = type;9 this.ID = randomID();10 if(this.colour =="random"){11 this.colour = randomCol();12 }13 this.size = typeof size != "undefined" ? size : [0, 0];14 if(this.type == "CIRCLE"){15 if(this.size.length ==1){16 this.size = [this.size[0],0,2*Math.PI]17 }18 }19 this.colour = colour;20 this.subObjects = [];21 this.id = id;22 if(this.type == "LINE"){23 this.line = this.size[0];24 this.size = [0,0]25 }26 this.collider = collider;27 if (this.collider) {28 this.blocks = [];29 this.nearby = [];30 this.collisionTypes = this.game.collisionPairs[this.id];31 this.collStates = {};32 for(const key of this.collisionTypes){33 this.collStates[key] = [false,null]34 }35 36 }37 this.firstInit();38 }39 setAbsPos(p){40 if(this.supe!=null){41 this.relPos = p.minus(this.supe.absPos);42 }43 else{44 this.relPos = p.copy();45 }46 var v = this.absPos.vectorTo(p);47 this.moveAll(v,false);48 49 }50 setAngle(ang){51 this.rotateAll(ang-this.angle,this.absPos,false);52 }53 firstInit() {54 this.supe = null;55 this.rendering = true;56 this.angle = 0;57 this.screenPos = this.game.camera.gameToScreenPos(this.absPos);58 var z = this.game.camera.position.z;59 this.screenSize = [this.size[0] / z, this.size[1] / z];60 }6162 move(vel, DT = true) {63 this.absPos.move(vel.times(DT ? this.game.DT : 1));64 }65 moveAll(vel, DT = true) {66 this.move(vel, DT);67 for (var x = 0; x < this.subObjects.length; x++) {68 this.subObjects[x].moveAll(vel, DT);69 }70 }7172 rotate(angle, origin, DT = true) {73 var ang = angle * (DT ? this.game.DT : 1);74 this.angle += ang;75 76 if(this.type == "LINE"){77 this.line.vector = this.line.vector.rotate(ang);78 console.log("YO");79 80 this.line.centre = rotatePoint(ang,origin,this.line.centre);81 this.line.update();82 }83 else{84 this.absPos = rotatePoint(ang,origin,this.absPos);85 }86 87 }88 radians(ang) {89 return (Math.PI * ang) / 180;90 }91 rotateAll(angle, origin, DT = true) {92 this.rotate(angle, origin, DT);93 for (var x = 0; x < this.subObjects.length; x++) {94 this.subObjects[x].rotateAll(angle, origin, DT);95 }96 }97 finalInit() {98 this.trueSuper();99 if (this.supe == null) {100 this.game.suObjects.push(this);101 this.subElements(this);102 this.inited = true;103 }104 }105 addSubObject(obj) {106 this.subObjects.push(obj);107 obj.supe = this;108 obj.trueSuper();109 this.subElements(this);110 }111 subElements(obj) {112 for (var x = 0; x < obj.subObjects.length; x++) {113 if (!obj.subObjects[x].inited){114 if(obj.subObjects[x].type!="LINE"){115 obj.subObjects[x].absPos.move(obj.absPos)116 }117 118 obj.subObjects[x].inited = true;119 }120 this.subElements(obj.subObjects[x]);121 }122 }123124 trueSuper() {125 if (this.supe != null) {126 var supe = this;127 while (supe.supe != null) {128 supe = supe.supe;129 }130 this.supe = supe;131 }132 }133134 setAllRendering(val) {135 this.rendering = val;136 for (var x = 0; x < this.subObjects.length; x++) {137 this.subObjects[x].setAllRendering(val);138 }139 }140141 render(){142 if (!this.rendering) {143 return;144 }145 this.screenPos = this.game.camera.gameToScreenPos(this.absPos);146 var z = this.game.camera.position.z;147 this.screenSize = [this.size[0] / z, this.size[1] / z];148 if (typeof this.transparency != "undefined") {149 if (this.transparency <= 0) {150 return;151 }152 this.game.context.globalAlpha = this.transparency;153 }154 else{155 this.game.context.globalAlpha = 1;156 }157 if(this.colour == "random"){158 this.colour = randomCol();159 }160 var w = this.game.camera.centre.x;161 var h = this.game.camera.centre.y;162 var z = this.game.camera.position.z;163 var camPos = this.game.camera.position;164 this.game.context.save();165 this.game.context.translate(166 this.absPos.x / z + w * (1 - 1 / z) - camPos.x / z,167 this.game.canvas.height-(this.absPos.y / z + h * (1 - 1 / z) - camPos.y / z)168 );169 if(this.type == "RECT"||this.type == "CIRCLE"){170 this.game.context.rotate(-(this.angle * Math.PI) / 180);171 }172 this.game.context.fillStyle = this.colour;173 174 this.game.context.strokeStyle = this.colour;175 if (this.type == "RECT") {176 177 if (this.size.length == 2) {178 this.game.context.fillRect(179 -(this.size[0] / 2) / z,180 -this.size[1] / 2 / z,181 this.size[0] / z,182 this.size[1] / z183 );184 } else {185 this.game.context.lineWidth = this.size[2] / z;186 this.game.context.strokeRect(187 -(this.size[0] / 2) / z,188 -this.size[1] / 2 / z,189 this.size[0] / z,190 this.size[1] / z191 );192 }193 194 }else if(this.type == "CIRCLE"){195 this.game.context.beginPath();196 this.game.context.moveTo(0,0);197 this.game.context.arc(0, 0, this.size[0]/z, this.size[1], this.size[2]);198 this.game.context.lineTo(0,0)199 this.game.context.fill()200 }201 else if(this.type == "LINE"){202 if(this.line.length!= null){ 203 var beg = this.line.begPoint.minus(this.absPos)204 var end = this.line.endPoint.minus(this.absPos)205 }206 else{207 var beg = this.line.vector.times(2000)208 var end =this.line.vector.times(-2000)209 }210 this.game.context.beginPath();211 this.game.context.lineWidth = this.line.width/z212 this.game.context.moveTo(beg.x/z,-beg.y/z);213 this.game.context.lineTo(end.x/z,-end.y/z);214 this.game.context.stroke();215 }216 else if(this.type == "TRI"){217 this.game.context.beginPath();218 this.game.context.moveTo(0,0);219 this.game.context.lineWidth = 1/z;220 var p1 = this.size[0].minus(this.absPos);221 var p2 = this.size[1].minus(this.absPos);222 this.game.context.lineTo(p1.x/z,-p1.y/z);223 this.game.context.lineTo(p2.x/z,-p2.y/z);224 this.game.context.lineTo(0,0);225 this.game.context.stroke();226 this.game.context.fill();227 228 }229 this.game.context.restore();230 this.game.context.globalAlpha = 1;231 }232 onScreen(){233 var maxD;234 if(this.type)235 return;236 }237 colliding(other) {238 var b = isColliding(this, other);239 240 return b;241 }242 update() {243 if (this.angle > 360) {244 this.angle -= 360;245 }246 if (this.angle < 0) {247 this.angle += 360;248 }249 if (this.collider) {250 this.nearby = [];251 for (const [key, value] of Object.entries(this.collStates)) {252 this.collStates[key] = [false, null];253 }254 for (var x = 0; x < this.blocks.length; x++) {255 for (var i = 0; i < this.blocks[x].objects.length; i++) {256 if (257 this.blocks[x].objects[i] != this &&258 this.blocks[x].objects[i] != this.supe259 ) {260 this.nearby.push(this.blocks[x].objects[i]);261 }262 }263 }264 this.nearby = Array.from(new Set(this.nearby));265 //console.log(this.nearby.length);266 for (var x = 0; x < this.nearby.length; x++) {267 if (this.nearby[x])268 if (this.collisionTypes.includes(this.nearby[x].id)) {269 if (this.colliding(this.nearby[x]))270 this.collStates[this.nearby[x].id] = [true, this.nearby[x]];271 }272 }273 }274 }275 pointWithinRender(pos) {276 if (this.type == "RECT") {277 var rotatedPoint = rotatePoint(-this.angle, this.screenPos, pos);278 if (279 rotatedPoint.x <= this.screenPos.x + this.screenSize[0] / 2 &&280 rotatedPoint.x >= this.screenPos.x - this.screenSize[0] / 2 &&281 rotatedPoint.y <= this.screenPos.y + this.screenSize[1] / 2 &&282 rotatedPoint.y >= this.screenPos.y - this.screenSize[1] / 2283 ) 284 return true;285 }286 else if(this.type == "TRI"){287 var p = this.game.camera.screenToGamePos(pos);288 var area = Maths.triArea([this.absPos,this.size[0],this.size[1]]);289 var a1 = Maths.triArea([p,this.absPos,this.size[0]]);290 var a2 = Maths.triArea([p,this.absPos,this.size[1]]);291 var a3 = Maths.triArea([p,this.size[0],this.size[1]]);292 if(Maths.equals(a1+a2+a3,area)){293 return true 294 }295 }296 else{297 return false298 }299 return false;300 }301302 getPoints() {303 var points = [];304 if(this.type == "RECT"){305 points.push(306 //Top left corner307 rotatePoint(308 this.angle,309 this.absPos,310 new Point(311 this.absPos.x - this.size[0] / 2,312 this.absPos.y - this.size[1] / 2313 )314 )315 );316 points.push(317 //bottom left corner318 rotatePoint(319 this.angle,320 this.absPos,321 new Point(322 this.absPos.x - this.size[0] / 2,323 this.absPos.y + this.size[1] / 2324 )325 )326 );327 points.push(328 //top right corner329 rotatePoint(330 this.angle,331 this.absPos,332 new Point(333 this.absPos.x + this.size[0] / 2,334 this.absPos.y - this.size[1] / 2335 )336 )337 );338 points.push(339 //bottom right corner340 rotatePoint(341 this.angle,342 this.absPos,343 new Point(344 this.absPos.x + this.size[0] / 2,345 this.absPos.y + this.size[1] / 2346 )347 )348 );349 }350 else if (this.type == "CIRCLE"||this.type=="LINE"){351 points.push(this.absPos.copy())352 }353354 return points;355 }356357 delete() {358 if(this.game.objects.includes(this)){359 this.game.objects.splice(this.game.objects.indexOf(this), 1);360 if(this.type =="LINE"){361 this.line.delete();362 }363 }364 }365 deleteAll() {366 for (var x = 0; x < this.subObjects.length; x++) {367 this.subObjects[x].deleteAll();368 }369 this.delete();370 if(this.supe ==null){371 this.clearAll();372 }373 }374 clear(){375 this.subObjects = []376 }377 clearAll(){378 for(var x =0;x<this.subObjects.length;x++){379 this.subObjects[x].clearAll();380 }381 this.clear();382 }383 ...

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maps.js

Source:maps.js Github

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1var endingPo = [0, 0, 0];2function buildMaps(mapIdx) {3 var mapTemp = new THREE.Object3D();4 // var mapTemp = [];5 /***** 0 ******/6 if (mapIdx === 0) {7 console.log("building map");8 // note the starting point and the ending point should come to the last9 box = new gameElement(new inGameCoordinate(6, 5, 6), "endingPoint");10 mapTemp.add(box);11 var box = new gameElement(START, "startingPoint");12 // var box = new gameElement(new inGameCoordinate(6, 6, 1), "startingPoint");13 endingPo = [6, 5, 6];14 mapTemp.add(box);15 }16 /***** 1 ******/17 else if (mapIdx === 1) {18 for (var iX = 0; iX < UNIT_STEP; ++iX) {19 if (iX != 8) {20 for (var iY = 0; iY < UNIT_STEP; ++iY) {21 box = new gameElement(new inGameCoordinate(iX, iY, 6), "box", 2);22 mapTemp.add(box);23 mapTemp.add(box);24 }25 }26 }27 // box = new gameElement(new inGameCoordinate(6, 6, 1), "startingPoint");28 box = new gameElement(new inGameCoordinate(6, 4, 1), "endingPoint");29 endingPo = [6, 4, 1];30 mapTemp.add(box);31 box = new gameElement(START, "startingPoint");32 mapTemp.add(box);33 }34 /***** 2 ******/35 else if (mapIdx === 9) {36 for (var iX = 0; iX < UNIT_STEP; ++iX) {37 if (iX != 8) {38 for (var iY = 0; iY < UNIT_STEP; ++iY) {39 box = new gameElement(new inGameCoordinate(iX, iY, 6), "box", 2);40 mapTemp.add(box);41 }42 }43 }44 // for (var iX = 0; iX < UNIT_STEP; ++iX) {45 // if (iX != 4) {46 // for (var iY = 0; iY < UNIT_STEP; ++iY) {47 // box = new gameElement(new inGameCoordinate(iX, iY, 9), "box", 1);48 // mapTemp.add(box);49 // }50 // }51 // }52 // box = new gameElement(new inGameCoordinate(6, 6, 1), "startingPoint");53 box = new gameElement(new inGameCoordinate(6, 6, 1), "endingPoint");54 mapTemp.add(box);55 endingPo = [6, 6, 1];56 box = new gameElement(START, "startingPoint");57 mapTemp.add(box);58 }59 /***** 3 ******/60 else if (mapIdx === 2) {61 var abspos = new absCoordinate();62 abspos.setbyInGame(0, 0, 3);63 box = new Physijs.BoxMesh(64 new THREE.BoxGeometry(UNIT_STEP * 3, UNIT_STEP * 12, UNIT_STEP),65 new THREE.MeshLambertMaterial({66 map: THREE.ImageUtils.loadTexture('Images/RocksArid.jpg')67 }));68 box.position.set(abspos.x + UNIT_STEP, abspos.y + UNIT_STEP * 11 / 2, abspos.z);69 mapTemp.add(box);70 abspos.setbyInGame(4, 0, 3);71 box = new Physijs.BoxMesh(72 new THREE.BoxGeometry(UNIT_STEP * 8, UNIT_STEP * 12, UNIT_STEP),73 new THREE.MeshLambertMaterial({74 map: THREE.ImageUtils.loadTexture('Images/RocksArid.jpg')75 }));76 box.position.set(abspos.x + UNIT_STEP * 7 / 2, abspos.y + UNIT_STEP * 11 / 2, abspos.z);77 mapTemp.add(box);78 abspos.setbyInGame(0, 0, 7);79 box = new Physijs.BoxMesh(80 new THREE.BoxGeometry(UNIT_STEP * 7, UNIT_STEP * 12, UNIT_STEP),81 new THREE.MeshLambertMaterial({82 map: THREE.ImageUtils.loadTexture('Images/RocksArid.jpg')83 }));84 box.position.set(abspos.x + UNIT_STEP * 3, abspos.y + UNIT_STEP * 11 / 2, abspos.z);85 mapTemp.add(box);86 abspos.setbyInGame(8, 0, 7);87 box = new Physijs.BoxMesh(88 new THREE.BoxGeometry(UNIT_STEP * 4, UNIT_STEP * 12, UNIT_STEP),89 new THREE.MeshLambertMaterial({90 map: THREE.ImageUtils.loadTexture('Images/RocksArid.jpg')91 }));92 box.position.set(abspos.x + UNIT_STEP * 3 / 2, abspos.y + UNIT_STEP * 11 / 2, abspos.z);93 mapTemp.add(box);94 // box = new gameElement(new inGameCoordinate(6, 6, 0), "startingPoint");95 box = new gameElement(new inGameCoordinate(6, 5, 1), "endingPoint");96 endingPo = [6, 5, 1];97 mapTemp.add(box);98 box = new gameElement(START, "startingPoint");99 mapTemp.add(box);100 }101 else if (mapIdx == 3) {102 var abspos = new absCoordinate();103 abspos.setbyInGame(0, 8, 6);104 box = new Physijs.BoxMesh(105 new THREE.BoxGeometry(UNIT_STEP * 12, UNIT_STEP * 4, UNIT_STEP),106 new THREE.MeshLambertMaterial({107 map: THREE.ImageUtils.loadTexture('Images/brick_diffuse.jpg')108 }), 0);109 box.position.set(abspos.x + UNIT_STEP * (6 - 1 / 2), abspos.y + UNIT_STEP * (2 - 1 / 2), abspos.z);110 mapTemp.add(box);111 abspos.setbyInGame(0, 0, 6);112 box = new Physijs.BoxMesh(113 new THREE.BoxGeometry(UNIT_STEP * 4, UNIT_STEP * 8, UNIT_STEP),114 new THREE.MeshLambertMaterial({115 map: THREE.ImageUtils.loadTexture('Images/brick_diffuse.jpg')116 }), 0);117 box.position.set(abspos.x + UNIT_STEP * (2 - 1 / 2), abspos.y + UNIT_STEP * (4 - 1 / 2), abspos.z);118 mapTemp.add(box);119 abspos.setbyInGame(5, 0, 6);120 box = new Physijs.BoxMesh(121 new THREE.BoxGeometry(UNIT_STEP * 7, UNIT_STEP * 8, UNIT_STEP),122 new THREE.MeshLambertMaterial({123 map: THREE.ImageUtils.loadTexture('Images/brick_diffuse.jpg')124 }), 0);125 box.position.set(abspos.x + UNIT_STEP * 3, abspos.y + UNIT_STEP * (4 - 1 / 2), abspos.z);126 mapTemp.add(box);127 box = new gameElement(new inGameCoordinate(6, 5, 1), "endingPoint");128 endingPo = [6, 5, 1];129 mapTemp.add(box);130 box = new gameElement(START, "startingPoint");131 mapTemp.add(box);132 }133 else if (mapIdx == 4) {134 var abspos = new absCoordinate();135 abspos.setbyInGame(0, 8, 6);136 box = new Physijs.BoxMesh(137 new THREE.BoxGeometry(UNIT_STEP * 12, UNIT_STEP * 4, UNIT_STEP),138 new THREE.MeshLambertMaterial({139 map: THREE.ImageUtils.loadTexture('Images/plywood.jpg')140 }), 0);141 box.position.set(abspos.x + UNIT_STEP * (6 - 1 / 2), abspos.y + UNIT_STEP * (2 - 1 / 2), abspos.z);142 mapTemp.add(box);143 abspos.setbyInGame(0, 0, 6);144 box = new Physijs.BoxMesh(145 new THREE.BoxGeometry(UNIT_STEP * 5, UNIT_STEP * 8, UNIT_STEP),146 new THREE.MeshLambertMaterial({147 map: THREE.ImageUtils.loadTexture('Images/plywood.jpg')148 }), 0);149 box.position.set(abspos.x + UNIT_STEP * 2, abspos.y + UNIT_STEP * (4 - 1 / 2), abspos.z);150 mapTemp.add(box);151 abspos.setbyInGame(5, 0, 6);152 box = new Physijs.BoxMesh(153 new THREE.BoxGeometry(UNIT_STEP * 7, UNIT_STEP * 7, UNIT_STEP),154 new THREE.MeshLambertMaterial({155 map: THREE.ImageUtils.loadTexture('Images/plywood.jpg')156 }), 0);157 box.position.set(abspos.x + UNIT_STEP * 3, abspos.y + UNIT_STEP * 3, abspos.z);158 mapTemp.add(box);159 box = new gameElement(new inGameCoordinate(1, 3, 1), "endingPoint");160 endingPo = [1, 3, 1];161 mapTemp.add(box);162 box = new gameElement(START, "startingPoint");163 mapTemp.add(box);164 }165 /***** 4 ******/166 return mapTemp;...

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SimpleGrid.js

Source:SimpleGrid.js Github

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1import css from 'dojo/css'2import Logger from 'common/Logger'3import Core from 'core/Core'4export default class SimpleGrid extends Core{5 constructor () {6 super()7 this.logger = new Logger("Grid");8 this.logger.log(0,"constructor", "entry");9 this.snappDistance = 1010 this.activePoint = "RightDown"11 }12 /**13 * called when widget drag and drop starts14 *15 *16 */17 start (canvas, grid, zoom, activePoint){18 this.grid = grid;19 this.model = canvas.model;20 this.container = canvas.widgetContainer;21 this.activePoint = activePoint;22 if (grid.enabled) {23 this.gridHeight = (grid.h * zoom);24 this.gridWidth = (grid.w * zoom);25 } else{26 this.gridHeight = 1;27 this.gridWidth = 1;28 }29 if (grid.h > 0 && grid.enabled) {30 this.snappDistance = Math.ceil(grid.h * zoom );31 }32 this.zoom = zoom;33 this._lines = {};34 this._linesDivs = {};35 this.logger.log(4,"start", "exit > type :" + this.selectedType +"> id :"+ this.selectedID + " > activePoint : " + activePoint);36 }37 correct (absPos, e, mouse){38 if(this.gridHeight > 0 && this.gridWidth > 0 ){39 /**40 * FIXME: this will not work for inter screen drag and drop41 * or adding a new screen! or adding! we should use here42 * the43 */44 if(!absPos.w && absPos.h){45 absPos.w = 1;46 absPos.h = 1;47 }48 /**49 * We use the getHooverScreen. This might be a little slower as we have to check all screens first.50 * However we do not expect more than 50, so it should be ok...51 *52 * FIXME: Check for lastScreen, if has changed search in all other screens53 */54 const screen = this.getHoverScreen(absPos);55 if (screen){56 const relPos = {57 x : absPos.x -screen.x,58 y : absPos.y -screen.y,59 w : absPos.w,60 h : absPos.h61 };62 this.correctMove(absPos, relPos);63 }64 }65 // IF SHIFT is pressed, we will squaire the selection66 if (this.allowShift && this.startPos && e.shiftKey) {67 const w = absPos.x - this.startPos.x68 const h = absPos.y - this.startPos.y69 if (w < h) {70 absPos.x = this.startPos.x + h71 } else {72 absPos.y = this.startPos.y + w73 }74 }75 if (this.showDimensions){76 try{77 this.renderDimension(absPos, mouse)78 } catch( e){79 console.error(e);80 console.error(e.stack);81 }82 }83 return absPos;84 }85 renderDimension (pos, mouse) {86 if (this.startPos) {87 if (!this.dimDiv) {88 var div = document.createElement("div");89 css.add(div, "MatcRulerDimensionLabel");90 this.container.appendChild(div);91 this.dimDiv = div;92 }93 94 const w = pos.x - this.startPos.x95 const h = pos.y - this.startPos.y96 this.dimDiv.style.left = (mouse.x + 10) + "px";97 this.dimDiv.style.top = (mouse.y + 10)+ "px";98 this.dimDiv.innerText = this._getHackedUnZoomed(w, this.zoom) + " x " +this._getHackedUnZoomed(h, this.zoom);99 }100 }101 /**102 * We have to use ceil here, otherwise we have stupid effects...103 */104 _getHackedUnZoomed (v, zoom){105 return Math.ceil(v / zoom);106 }107 correctMove (absPos, relPos){108 //console.debug("correctMove", absPos.x , thisgridHeight);109 /**110 * Dead simple. we only snap to top left corner! BAM. Solved111 *112 */113 var xDif = Math.round(relPos.x % this.gridWidth);114 var yDif = Math.round(relPos.y % this.gridHeight);115 if(xDif < this.snappDistance){116 absPos.x = absPos.x - xDif;117 } else if(xDif > (this.gridWidth-this.snappDistance)){118 absPos.x = absPos.x + this.gridWidth-xDif;119 }120 if(yDif < this.snappDistance){121 absPos.y = absPos.y -yDif;122 } else if(yDif > (this.gridHeight-this.snappDistance)){123 absPos.y = absPos.y + this.gridHeight-yDif;124 }125 }126 getPoint (){127 }128 cleanUp (){129 for(var id in this._linesDivs){130 var div = this._linesDivs[id];131 this.container.removeChild(div);132 }133 if (this.dimDiv){134 this.container.removeChild(this.dimDiv);135 }136 delete this._linesDivs;137 delete this.dimDiv;138 }...

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Using AI Code Generation

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1var wptoolkit = require('wptoolkit');2var absPos = wptoolkit.absPos;3var pos = absPos(document.getElementById('myDiv'));4var wptoolkit = require('wptoolkit');5var absPos = wptoolkit.absPos;6var pos = absPos(document.getElementById('myDiv'));7var wptoolkit = require('wptoolkit');8var absPos = wptoolkit.absPos;9var pos = absPos(document.getElementById('myDiv'));10var wptoolkit = require('wptoolkit');11var absPos = wptoolkit.absPos;12var pos = absPos(document.getElementById('myDiv'));13var wptoolkit = require('wptoolkit');14var absPos = wptoolkit.absPos;15var pos = absPos(document.getElementById('myDiv'));16var wptoolkit = require('wptoolkit');17var absPos = wptoolkit.absPos;18var pos = absPos(document.getElementById('myDiv'));19var wptoolkit = require('wptoolkit');20var absPos = wptoolkit.absPos;21var pos = absPos(document.getElementById('myDiv'));

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Using AI Code Generation

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1var wptoolkit = require('wptoolkit');2var path = require('path');3var absPos = wptoolkit.absPos;4var absPath = absPos(__dirname, 'myFile.txt');5var wptoolkit = require('wptoolkit');6var path = require('path');7var absPos = wptoolkit.absPos;8var absPath = absPos(__dirname, 'myFile.txt');

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Using AI Code Generation

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1var wptools = require('wptools');2var wiki = wptools.page('Albert_Einstein');3wiki.absPos(function(err, res) {4 console.log(res);5});6var wptools = require('wptools');7var wiki = wptools.page('Albert_Einstein');8wiki.absPos(function(err, res) {9 console.log(res);10});11var wptools = require('wptools');12var wiki = wptools.page('Albert_Einstein');13wiki.absPos(function(err, res) {14 console.log(res);15});16var wptools = require('wptools');17var wiki = wptools.page('Albert_Einstein');18wiki.absPos(function(err, res) {19 console.log(res);20});21var wptools = require('wptools');22var wiki = wptools.page('Albert_Einstein');23wiki.absPos(function(err, res) {24 console.log(res);25});26var wptools = require('wptools');27var wiki = wptools.page('Albert_Einstein');28wiki.absPos(function(err, res) {29 console.log(res);30});

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Using AI Code Generation

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1var wptools = require('wptools');2var wp = new wptools();3wp.absPos(7, 5, 10, 10, 1, 1, 1, 1, function(data) {4 console.log(data);5});6var wptools = require('wptools');7var wp = new wptools();8wp.absPos(7, 5, 10, 10, 1, 1, 1, 1, function(data) {9 console.log(data);10});11var wptools = require('wptools');12var wp = new wptools();13wp.absPos(7, 5, 10, 10, 1, 1, 1, 1, function(data) {14 console.log(data);15});16var wptools = require('wptools');17var wp = new wptools();18wp.absPos(7, 5, 10, 10, 1, 1, 1, 1, function(data

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Using AI Code Generation

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1var el = document.getElementById('myDiv');2var pos = wptool.absPos(el);3alert('The absolute position of the element is ' + pos.x + ', ' + pos.y);4wptool.absPos = function(el) {5 var x = el.offsetLeft;6 var y = el.offsetTop;7 var offsetParent = el.offsetParent;8 while (offsetParent != null) {9 x += offsetParent.offsetLeft;10 y += offsetParent.offsetTop;11 offsetParent = offsetParent.offsetParent;12 }13 return {x: x, y: y};14};15var el = document.getElementById('myDiv');16var pos = wptool.absPos(el);17alert('The absolute position of the element is ' + pos.x + ', ' + pos.y);18wptool.absPos = function(el) {19 var x = el.offsetLeft;20 var y = el.offsetTop;21 var offsetParent = el.offsetParent;22 while (offsetParent != null) {23 x += offsetParent.offsetLeft;24 y += offsetParent.offsetTop;25 offsetParent = offsetParent.offsetParent;26 }

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Automation Testing Tutorials

Learn to execute automation testing from scratch with LambdaTest Learning Hub. Right from setting up the prerequisites to run your first automation test, to following best practices and diving deeper into advanced test scenarios. LambdaTest Learning Hubs compile a list of step-by-step guides to help you be proficient with different test automation frameworks i.e. Selenium, Cypress, TestNG etc.

LambdaTest Learning Hubs:

YouTube

You could also refer to video tutorials over LambdaTest YouTube channel to get step by step demonstration from industry experts.

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