How to use blobBody method in wpt

Best JavaScript code snippet using wpt

play.js

Source:play.js Github

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1var maxFoodAmount = 100;2var worldDimension = 3000;3var BLOB_ID;4var foodPos;5var colorPos = [];6var enemies;7var foodAmount = 0;8var foods;9//This is for the blob10var startDim = 100;11//This is the max height and width for a blob that eats food12var maxEatFoodSize = 400;13var foodColors = [14 "greenFood",15 "purpleFood",16 "blueFood",17 "orangeFood",18 "redFood",19]20var blobTypes = [21 "uruguayBlob",22]23function getRandomInt(min, max){24 return Math.floor(Math.random() * (max - min + 1)) + min;25}26var playerBlobType = blobTypes[getRandomInt(0, blobTypes.length-1)]27var socket = io();28var playerAlive;29//Gives the blob the socket id it has30socket.on("assignId", function(newPlayerId){31 BLOB_ID = newPlayerId;32 33 console.log("My ID: " + BLOB_ID);34})35//This runs when player first connects, it initializes all the food positions36socket.on("makeFood", function(foodPositions){37 foodPos = foodPositions;38});39//These are queues for when food nneds to be either generated or removed from clients world40var removeQueue = [];41var addQueue = [];42socket.on("removeFood", function(eatenPosition){43 removeQueue.push(eatenPosition);44})45socket.on("addFood", function(newFoodPosition){46 addQueue.push(newFoodPosition);47})48//Queues for player adding and removing49addPlayerQueue = [];50removePlayerQueue = [];51//This updates other players position for client52updatePosQueue = [];53updateMassQueue = [];54socket.on("playerDisconnect", function(playerId){55 if(enemies != undefined){56 for (var i = 0; i < enemies.children.length; i++){57 if(playerId == enemies.children[i].id){58 removePlayerQueue.push(i);59 };60 };61 };62 63 if(playerId == BLOB_ID){64 playerAlive = false;65 };66});67//This creates pre existing players when you join the lobby68socket.on("makePlayers", function(players){69 for (player in players){70 if (player != BLOB_ID){71 addPlayerQueue.push(players[player])72 }73 }74});75socket.on("playerAdded", function(newPlayerInfo){76 addPlayerQueue.push(newPlayerInfo);77});78//This finds the position of the enemy in enemy group by matching the id79function findEnemyPosition(id){80 if (enemies != undefined){81 for (var i = 0; i < enemies.children.length; i ++){82 if (enemies.children[i].id == id){83 return i;84 }85 }86 }87 return null 88}89//This is event handler for if another player in the game has moved.90//This sends new players position to updatePosQueue to be updated in update function of play state91socket.on("playerMoved", function(moveInfo){92 var enemyPosition = findEnemyPosition(moveInfo.id);93 if (enemyPosition != null){94 updatePosQueue[0] = ({id: enemyPosition, position: moveInfo.position}); 95 }96});97//Event handler for if another player's mass has changed98//Sends new mass to updateMassQueue to be updated in update function.99socket.on("massChanged", function(massInfo){100 var enemyPosition = findEnemyPosition(massInfo.id);101 102 updateMassQueue.push({id: enemyPosition, height: massInfo.height, width: massInfo.width, mass: massInfo.mass})103});104var playState = {105 getRandomInt: function(min, max) {106 return Math.floor(Math.random() * (max - min + 1)) + min;107 },108 109 //This runs whenever one of the elements in blobInfo has been changed on the client110 updateBlob: function(){111 var blobInfo = this.makeBlobInfo();112 113 socket.emit("updateBlob", blobInfo);114 },115 116 makeBlobInfo: function(){117 //All of the blobs important information for storage on main server 118 var blobInfo = {119 id: BLOB_ID,120 blobType: playerBlobType,121 x: blob.x,122 y: blob.y,123 mass: blob.body.data.mass,124 width: blob.width,125 height: blob.height,126 }127 return blobInfo128 },129 130 //This initializes the colors of each food at each position of foodPos131 initColorPos: function(){132 for (var i = 0; i < maxFoodAmount; i ++){133 var color = foodColors[this.getRandomInt(0, foodColors.length-1)]134 colorPos.push(color)135 }136 },137 138 initFood: function(){139 foods = game.add.group();140 141 foods.enableBody = true;142 foods.physicsBodyType = true;143 foods.physicsBodyType = Phaser.Physics.P2JS;144 145 for (var i = 0; i < maxFoodAmount; i ++){ 146 if (foodPos[i] != undefined){147 var food = foods.create(foodPos[i][0], foodPos[i][1], colorPos[i]);148 149 food.id = i;150 151 food.name = "food";152 153 food.body.setCircle(10);154 155 food.body.velocity = (0, 0)156 157 food.body.setCollisionGroup(foodCollisionGroup);158 159 food.body.collides([foodCollisionGroup, playerCollisionGroup])160 161 foodAmount ++;162 }163 }164 },165 166 initPlayer: function(xPos, yPos, blobType){167 blob = game.add.sprite(xPos, yPos, blobType);168 169 playerAlive = true;170 171 blob.id = BLOB_ID;172 173 game.physics.p2.enable(blob, false);174 175 blob.body.setCircle(blob.width/2);176 177 blob.body.fixedRotation = true;178 179 blob.body.setCollisionGroup(playerCollisionGroup);180 181 blob.body.collides(foodCollisionGroup, this.eatFood, this);182 183 game.camera.follow(blob);184 185 //Start Mass186 blob.body.data.mass = 25;187 188 blob.name = "blob"189 190 cursors = game.input.keyboard.createCursorKeys();191 192 var blobInfo = this.makeBlobInfo();193 194 socket.emit("newPlayer", blobInfo)195 },196 197 eatFood: function(blobBody, foodBody){198 foodBody.sprite.kill();199 200 //This exists because the enemy blobs collide like the player is supposed to201 //This isn't suppposed to happen and I couldn't figure out how to get rid of it202 //The if statement is a semi fix for this problem, but it may cause problems in other areas203 if (blobBody.sprite.name != "enemy"){204 foodAmount --;205 206 if(foodAmount <= maxFoodAmount){207 blob.body.data.mass ++;208 209 console.log("Food eaten")210 211 var foodBodyPosition = foodBody.sprite.id;212 213 socket.emit("foodEaten", foodBodyPosition); 214 215 if (blobBody.sprite.height < maxEatFoodSize && blobBody.sprite.width < maxEatFoodSize){ 216 blobBody.sprite.height ++;217 blobBody.sprite.width ++;218 219 socket.emit("massChanged", {id: BLOB_ID, height: blobBody.sprite.height, width: blobBody.sprite.width, mass: blob.body.data.mass})220 221 this.updateBlob();222 223 blobBody.sprite.body.setCircle(blobBody.sprite.width/2);224 blobBody.sprite.body.setCollisionGroup(playerCollisionGroup);225 blobBody.sprite.body.collides(foodCollisionGroup, this.eatFood, this);226 }227 }228 }229 },230 231 initEnemies: function(){232 enemies = game.add.group();233 234 enemies.enableBody = true;235 enemies.physicsBodyType = true;236 enemies.physicsBodyType = Phaser.Physics.P2JS;237 },238 239 spawnEnemy: function(xPos, yPos, blobType, mass, width, height, id){240 var enemy = game.add.sprite(xPos, yPos, blobType);241 242 game.physics.p2.enable(enemy, false);243 244 enemy.width = width;245 enemy.height = height;246 247 enemy.body.setCircle(enemy.width/2);248 249 enemy.body.fixedRotation = true;250 251 enemy.body.data.mass = mass;252 253 enemy.id = id;254 255 enemy.name = "enemy";256 257 enemies.add(enemy);258 },259 260 create: function(){261 game.physics.startSystem(Phaser.Physics.P2JS);262 263 game.physics.p2.setImpactEvents(true);264 265 game.physics.p2.restitution = 0.8;266 267 game.world.setBounds(0, 0, worldDimension, worldDimension);268 269 game.stage.disableVisibilityChange = true;270 271 //This repeats the grid background to fit the whole bounds272 //var background = game.add.tileSprite(0, 0, game.world.bounds.height, game.world.bounds.width, 'grid');273 //background.name = "background";274 275 game.physics.p2.setPostBroadphaseCallback(this.checkSprite, this);276 277 playerCollisionGroup = game.physics.p2.createCollisionGroup();278 foodCollisionGroup = game.physics.p2.createCollisionGroup();279 280 game.physics.p2.updateBoundsCollisionGroup();281 282 this.initColorPos();283 this.initFood();284 this.initEnemies();285 this.initPlayer(this.getRandomInt(startDim, game.world.width - startDim), this.getRandomInt(startDim, game.world.width - startDim), playerBlobType);286 },287 288 289 //This handles collision between sprites290 checkSprite: function(body1, body2){291 //This runs when two players collide 292 if ((body1.sprite.name == 'enemy' && body2.sprite.name == 'blob') || (body2.sprite.name == 'blob' && body1.sprite.name == "enemy")){ 293 console.log("\n\n\n++++PLAYER COLLISION++++\n\n\n")294 var collidedSprites = [{id: body1.sprite.id, height: body1.sprite.height}, {id: body2.sprite.id, height: body2.sprite.height}]295 socket.emit("playerCollision", collidedSprites)296 return false;297 }298 return true; 299 },300 301 addFood: function(position){ 302 var food = foods.create(foodPos[position][0], foodPos[position][1], colorPos[position]);303 304 food.id = position;305 306 food.name = "food";307 308 food.body.setCircle(10);309 310 food.body.velocity = (0, 0);311 312 food.body.setCollisionGroup(foodCollisionGroup);313 314 food.body.collides([foodCollisionGroup, playerCollisionGroup]);315 316 foodAmount ++;317 },318 319 update: function(){320 321 322 323 if (foods != undefined){324 if (foods.children.length > 15){325 foods.forEach(function(food){food.kill();});326 foodAmount = 0;327 this.initFood();328 };329 }330 331 blob.body.setZeroVelocity();332 333 334 if (Phaser.Rectangle.contains(blob.body, game.input.x, game.input.y)){335 blob.body.velocity.setTo(0, 0);336 }else{337 game.physics.arcade.moveToPointer(blob, 200);338 339 socket.emit("posUpdated", blob.position);340 };341 342 343 if (removeQueue.length > 0){344 foods.children[removeQueue[0]].kill();345 foodAmount --;346 347 removeQueue.shift();348 };349 350 if (addQueue.length > 0){351 foods.children[addQueue[0]].body.setZeroVelocity();352 this.addFood(addQueue[0]);353 354 addQueue.shift();355 };356 357 if (addPlayerQueue.length > 0){358 this.spawnEnemy(addPlayerQueue[0].x, addPlayerQueue[0].y, addPlayerQueue[0].blobType, addPlayerQueue[0].mass, addPlayerQueue[0].width, addPlayerQueue[0].height, addPlayerQueue[0].id);359 360 addPlayerQueue.shift();361 };362 363 if (removePlayerQueue.length > 0){364 enemies.children[removePlayerQueue[0]].kill();365 366 removePlayerQueue.shift();367 };368 369 if (updatePosQueue.length > 0){370 enemies.children[updatePosQueue[0].id].body.x = updatePosQueue[0].position.x;371 enemies.children[updatePosQueue[0].id].body.y = updatePosQueue[0].position.y;372 enemies.children[updatePosQueue[0].id].body.setZeroVelocity();373 374 updatePosQueue.shift();375 };376 377 if (updateMassQueue.length > 0){ 378 //This is to make sure enemies array is actually created379 if (enemies.children[updateMassQueue[0].id] != undefined){380 enemies.children[updateMassQueue[0].id].height = updateMassQueue[0].height;381 enemies.children[updateMassQueue[0].id].width = updateMassQueue[0].width;382 383 enemies.children[updateMassQueue[0].id].body.setCircle(enemies.children[updateMassQueue[0].id].width/2);384 enemies.children[updateMassQueue[0].id].body.setCollisionGroup(playerCollisionGroup);385 enemies.children[updateMassQueue[0].id].body.collides(foodCollisionGroup, this.eatFood, this);386 387 updateMassQueue.shift();388 }389 };390 391 //This triggers after the player has been collided with a bigger player392 if (!playerAlive){393 blob.kill();394 };395 396 },...

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downloadBlob.ts

Source:downloadBlob.ts Github

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1import {2 BlobURL,3 Aborter,4 ServiceURL,5 ContainerURL,6} from "@azure/storage-blob";78import FileSaver from "file-saver";9import getServiceUrl from "./serviceUrl";1011export default async function downloadBlob(12 containerName: string,13 blobNameFull: string,14 blobName: string,15 saveFile: boolean,16): Promise<Blob | void> {17 const serviceURL: ServiceURL = await getServiceUrl();1819 const containerURL = ContainerURL.fromServiceURL(serviceURL, containerName);20 const blobURL = BlobURL.fromContainerURL(containerURL, blobNameFull);21 const downloadBlockBlobResponse = await blobURL.download(Aborter.none, 0);22 const blobBody = await downloadBlockBlobResponse.blobBody;23 if (blobBody) {24 if (saveFile) { FileSaver.saveAs(blobBody, blobName); } else {25 return blobBody;26 }27 } ...

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BlobBody.stories.js

Source:BlobBody.stories.js Github

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1import React from 'react';2import BlobBody from './BlobBody';3export default {4 title: 'Molecules/ResponseBodies/BlobBody',5 component: BlobBody,6};7const Template = (args) => <BlobBody {...args} className="m4" />;8export const Story = Template.bind({});9const tree = {};...

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Using AI Code Generation

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1var wpt = require('webpagetest');2var wpt = new WebPageTest('www.webpagetest.org');3wpt.runTest(url, function(err, data) {4 if (err) {5 console.log(err);6 }7 else {8 wpt.getTestResults(data.data.testId, function(err, data) {9 if (err) {10 console.log(err);11 }12 else {13 console.log(data);14 }15 });16 }17});18#### `new WebPageTest(host, port, key, ssl)`19* `host` - The host name of the WebPageTest server (default: `www.webpagetest.org`)20* `port` - The port of the WebPageTest server (default: `80`)21* `key` - The API key for the WebPageTest server (default: `null`)22* `ssl` - Whether to use HTTPS or HTTP (default: `false`)23#### `runTest(url, callback, options)`24 * `location` - The location to test from (default: `Dulles:Chrome`)25 * `connectivity` - The connectivity profile to use (default: `Cable`)26 * `pollResults` - Whether to poll the WebPageTest server for results (default: `false`)27 * `firstViewOnly` - Whether to only return the first view results (default: `false`)28 * `runs` - The number of runs to execute (default: `1`)29 * `video` - Whether to capture video of the test (default: `false`)30 * `timeline` - Whether to capture a timeline of the test (default: `false`)31 * `netlog` - Whether to capture a network log of the test (default: `false`)32 * `sensitive` - Whether to enable sensitive data in the results (

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Using AI Code Generation

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1var wpt = require('webpagetest');2 if (err) return console.log(err);3 test.getTestResults(data.data.testId, function(err, data) {4 if (err) return console.log(err);5 test.getTestResults(data.data.testId, function(err, data) {6 if (err) return console.log(err);7 test.getTestResults(data.data.testId, function(err, data) {8 if (err) return console.log(err);9 test.getTestResults(data.data.testId, function(err, data) {10 if (err) return console.log(err);11 test.getTestResults(data.data.testId, function(err, data) {12 if (err) return console.log(err);13 test.getTestResults(data.data.testId, function(err, data) {14 if (err) return console.log(err);15 test.getTestResults(data.data.testId, function(err, data) {16 if (err) return console.log(err);17 test.getTestResults(data.data.testId, function(err, data) {18 if (err) return console.log(err);19 test.getTestResults(data.data.testId, function(err, data) {20 if (err) return console.log(err);21 test.getTestResults(data.data.testId, function(err, data) {22 if (err) return console.log(err);23 test.getTestResults(data.data.testId, function(err, data) {24 if (err) return console.log(err);25 test.getTestResults(data.data.testId, function(err, data) {26 if (err) return console.log(err);27 test.getTestResults(data.data.testId, function(err, data) {28 if (err) return console.log(err);29 test.getTestResults(data.data.testId, function(err, data) {30 if (err) return console.log(err);31 test.getTestResults(data.data.testId, function(err, data) {32 if (err) return console.log(err);33 test.getTestResults(data.data.testId, function(err, data) {34 if (err) return console.log(err);35 test.getTestResults(data.data.testId, function(err, data) {36 if (err) return console.log(err);37 test.getTestResults(data

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Using AI Code Generation

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1var wpt = require('wpt-api');2var options = {3 videoParams: {4 }5};6wpt.runTest(options, function(err, data) {7 if (err) {8 console.log('Error: ', err);9 } else {10 console.log('Test Finished. View your results at: ' + data.data.userUrl);11 wpt.getTestResults(data.data.testId, function(err, data) {12 if (err) {13 console.log('Error: ', err);14 } else {15 console.log('Test Results: ', data);16 }17 });18 }19});

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Using AI Code Generation

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1var wpt = require('../wpt.js');2var wpt = new WebPageTest('www.webpagetest.org', 'A.3d3f3c2b2a2b2c2d2e2f2g2h2i2j2k2l2m2n2o2p2q2r2s2t2u2v2w2x2y2z2');3var options = {4};5wpt.runTest(url, options, function(err, data) {6 if (err)7 console.log(err);8 console.log(data);9});

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